#include "info-reader/fixed-map-parser.h"
#include "io/write-diary.h"
#include "market/arena-info-table.h"
-#include "monster-race/monster-race.h"
-#include "monster-race/race-flags1.h"
-#include "monster/monster-flag-types.h"
#include "monster-floor/monster-generator.h"
#include "monster-floor/monster-remover.h"
#include "monster-floor/monster-summon.h"
+#include "monster-floor/place-monster-types.h"
+#include "monster-race/monster-race.h"
+#include "monster-race/race-flags1.h"
+#include "monster/monster-flag-types.h"
+#include "monster/monster-info.h"
#include "monster/monster-status.h"
#include "monster/monster-update.h"
#include "monster/monster-util.h"
-#include "monster/monster-info.h"
-#include "monster-floor/place-monster-types.h"
#include "player/player-status.h"
#include "room/lake-types.h"
+#include "room/room-generator.h" // 相互依存、後で消す.
#include "room/rooms.h"
#include "system/floor-type-definition.h"
#include "system/system-variables.h"
#include "wizard/wizard-messages.h"
#include "world/world.h"
-int dun_tun_rnd;
+int dun_tun_rnd;
int dun_tun_chg;
int dun_tun_con;
int dun_tun_pen;
int dun_tun_jct;
-
/*!
* Dungeon generation data -- see "cave_gen()"
*/
dun_data *dun;
-
/*!
* @brief 上下左右の外壁数をカウントする / Count the number of walls adjacent to the given grid.
* @param y 基準のy座標
* @note Assumes "in_bounds()"
* @details We count only granite walls and permanent walls.
*/
-static int next_to_walls(floor_type* floor_ptr, POSITION y, POSITION x)
+static int next_to_walls(floor_type *floor_ptr, POSITION y, POSITION x)
{
- int k = 0;
-
- if (in_bounds(floor_ptr, y + 1, x) && is_extra_bold(floor_ptr, y + 1, x)) k++;
- if (in_bounds(floor_ptr, y - 1, x) && is_extra_bold(floor_ptr, y - 1, x)) k++;
- if (in_bounds(floor_ptr, y, x + 1) && is_extra_bold(floor_ptr, y, x + 1)) k++;
- if (in_bounds(floor_ptr, y, x - 1) && is_extra_bold(floor_ptr, y, x - 1)) k++;
-
- return (k);
+ int k = 0;
+
+ if (in_bounds(floor_ptr, y + 1, x) && is_extra_bold(floor_ptr, y + 1, x))
+ k++;
+ if (in_bounds(floor_ptr, y - 1, x) && is_extra_bold(floor_ptr, y - 1, x))
+ k++;
+ if (in_bounds(floor_ptr, y, x + 1) && is_extra_bold(floor_ptr, y, x + 1))
+ k++;
+ if (in_bounds(floor_ptr, y, x - 1) && is_extra_bold(floor_ptr, y, x - 1))
+ k++;
+
+ return (k);
}
/*!
*/
static bool alloc_stairs_aux(player_type *player_ptr, POSITION y, POSITION x, int walls)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- grid_type *g_ptr = &floor_ptr->grid_array[y][x];
-
- /* Require "naked" floor grid */
- if (!is_floor_grid(g_ptr)) return FALSE;
- if (pattern_tile(floor_ptr, y, x)) return FALSE;
- if (g_ptr->o_idx || g_ptr->m_idx) return FALSE;
-
- /* Require a certain number of adjacent walls */
- if (next_to_walls(floor_ptr, y, x) < walls) return FALSE;
-
- return TRUE;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ grid_type *g_ptr = &floor_ptr->grid_array[y][x];
+
+ /* Require "naked" floor grid */
+ if (!is_floor_grid(g_ptr))
+ return FALSE;
+ if (pattern_tile(floor_ptr, y, x))
+ return FALSE;
+ if (g_ptr->o_idx || g_ptr->m_idx)
+ return FALSE;
+
+ /* Require a certain number of adjacent walls */
+ if (next_to_walls(floor_ptr, y, x) < walls)
+ return FALSE;
+
+ return TRUE;
}
-
/*!
* @brief 外壁に隣接させて階段を生成する / Places some staircases near walls
* @param owner_ptr プレーヤーへの参照ポインタ
*/
static bool alloc_stairs(player_type *owner_ptr, FEAT_IDX feat, int num, int walls)
{
- int i;
- int shaft_num = 0;
-
- feature_type *f_ptr = &f_info[feat];
-
- floor_type *floor_ptr = owner_ptr->current_floor_ptr;
- if (have_flag(f_ptr->flags, FF_LESS))
- {
- /* No up stairs in town or in ironman mode */
- if (ironman_downward || !floor_ptr->dun_level) return TRUE;
-
- if (floor_ptr->dun_level > d_info[floor_ptr->dungeon_idx].mindepth)
- shaft_num = (randint1(num+1))/2;
- }
- else if (have_flag(f_ptr->flags, FF_MORE))
- {
- QUEST_IDX q_idx = quest_number(owner_ptr, floor_ptr->dun_level);
-
- /* No downstairs on quest levels */
- if (floor_ptr->dun_level > 1 && q_idx)
- {
- monster_race *r_ptr = &r_info[quest[q_idx].r_idx];
-
- /* The quest monster(s) is still alive? */
- if (!(r_ptr->flags1 & RF1_UNIQUE) || 0 < r_ptr->max_num)
- return TRUE;
- }
-
- /* No downstairs at the bottom */
- if (floor_ptr->dun_level >= d_info[floor_ptr->dungeon_idx].maxdepth) return TRUE;
-
- if ((floor_ptr->dun_level < d_info[floor_ptr->dungeon_idx].maxdepth-1) && !quest_number(owner_ptr, floor_ptr->dun_level+1))
- shaft_num = (randint1(num)+1)/2;
- }
- else return FALSE;
-
-
- /* Place "num" stairs */
- for (i = 0; i < num; i++)
- {
- while (TRUE)
- {
- POSITION y, x = 0;
- grid_type *g_ptr;
-
- int candidates = 0;
- int pick;
-
- for (y = 1; y < floor_ptr->height - 1; y++)
- {
- for (x = 1; x < floor_ptr->width - 1; x++)
- {
- if (alloc_stairs_aux(owner_ptr, y, x, walls))
- {
- /* A valid space found */
- candidates++;
- }
- }
- }
-
- /* No valid place! */
- if (!candidates)
- {
- /* There are exactly no place! */
- if (walls <= 0) return FALSE;
-
- /* Decrease walls limit, and try again */
- walls--;
- continue;
- }
-
- /* Choose a random one */
- pick = randint1(candidates);
-
- for (y = 1; y < floor_ptr->height - 1; y++)
- {
- for (x = 1; x < floor_ptr->width - 1; x++)
- {
- if (alloc_stairs_aux(owner_ptr, y, x, walls))
- {
- pick--;
-
- /* Is this a picked one? */
- if (!pick) break;
- }
- }
-
- if (!pick) break;
- }
- g_ptr = &floor_ptr->grid_array[y][x];
-
- /* Clear possible garbage of hidden trap */
- g_ptr->mimic = 0;
-
- /* Clear previous contents, add stairs */
- g_ptr->feat = (i < shaft_num) ? feat_state(owner_ptr, feat, FF_SHAFT) : feat;
-
- /* No longer "FLOOR" */
- g_ptr->info &= ~(CAVE_FLOOR);
-
- /* Success */
- break;
- }
- }
- return TRUE;
+ int i;
+ int shaft_num = 0;
+
+ feature_type *f_ptr = &f_info[feat];
+
+ floor_type *floor_ptr = owner_ptr->current_floor_ptr;
+ if (have_flag(f_ptr->flags, FF_LESS)) {
+ /* No up stairs in town or in ironman mode */
+ if (ironman_downward || !floor_ptr->dun_level)
+ return TRUE;
+
+ if (floor_ptr->dun_level > d_info[floor_ptr->dungeon_idx].mindepth)
+ shaft_num = (randint1(num + 1)) / 2;
+ } else if (have_flag(f_ptr->flags, FF_MORE)) {
+ QUEST_IDX q_idx = quest_number(owner_ptr, floor_ptr->dun_level);
+
+ /* No downstairs on quest levels */
+ if (floor_ptr->dun_level > 1 && q_idx) {
+ monster_race *r_ptr = &r_info[quest[q_idx].r_idx];
+
+ /* The quest monster(s) is still alive? */
+ if (!(r_ptr->flags1 & RF1_UNIQUE) || 0 < r_ptr->max_num)
+ return TRUE;
+ }
+
+ /* No downstairs at the bottom */
+ if (floor_ptr->dun_level >= d_info[floor_ptr->dungeon_idx].maxdepth)
+ return TRUE;
+
+ if ((floor_ptr->dun_level < d_info[floor_ptr->dungeon_idx].maxdepth - 1) && !quest_number(owner_ptr, floor_ptr->dun_level + 1))
+ shaft_num = (randint1(num) + 1) / 2;
+ } else
+ return FALSE;
+
+ /* Place "num" stairs */
+ for (i = 0; i < num; i++) {
+ while (TRUE) {
+ POSITION y, x = 0;
+ grid_type *g_ptr;
+
+ int candidates = 0;
+ int pick;
+
+ for (y = 1; y < floor_ptr->height - 1; y++) {
+ for (x = 1; x < floor_ptr->width - 1; x++) {
+ if (alloc_stairs_aux(owner_ptr, y, x, walls)) {
+ /* A valid space found */
+ candidates++;
+ }
+ }
+ }
+
+ /* No valid place! */
+ if (!candidates) {
+ /* There are exactly no place! */
+ if (walls <= 0)
+ return FALSE;
+
+ /* Decrease walls limit, and try again */
+ walls--;
+ continue;
+ }
+
+ /* Choose a random one */
+ pick = randint1(candidates);
+
+ for (y = 1; y < floor_ptr->height - 1; y++) {
+ for (x = 1; x < floor_ptr->width - 1; x++) {
+ if (alloc_stairs_aux(owner_ptr, y, x, walls)) {
+ pick--;
+
+ /* Is this a picked one? */
+ if (!pick)
+ break;
+ }
+ }
+
+ if (!pick)
+ break;
+ }
+ g_ptr = &floor_ptr->grid_array[y][x];
+
+ /* Clear possible garbage of hidden trap */
+ g_ptr->mimic = 0;
+
+ /* Clear previous contents, add stairs */
+ g_ptr->feat = (i < shaft_num) ? feat_state(owner_ptr, feat, FF_SHAFT) : feat;
+
+ /* No longer "FLOOR" */
+ g_ptr->info &= ~(CAVE_FLOOR);
+
+ /* Success */
+ break;
+ }
+ }
+ return TRUE;
}
/*!
*/
static void alloc_object(player_type *owner_ptr, int set, EFFECT_ID typ, int num)
{
- POSITION y = 0, x = 0;
- int k;
- int dummy = 0;
- grid_type *g_ptr;
-
- /* A small level has few objects. */
- floor_type *floor_ptr = owner_ptr->current_floor_ptr;
- num = num * floor_ptr->height * floor_ptr->width / (MAX_HGT*MAX_WID) +1;
-
- /* Place some objects */
- for (k = 0; k < num; k++)
- {
- /* Pick a "legal" spot */
- while (dummy < SAFE_MAX_ATTEMPTS)
- {
- bool room;
-
- dummy++;
-
- y = randint0(floor_ptr->height);
- x = randint0(floor_ptr->width);
-
- g_ptr = &floor_ptr->grid_array[y][x];
-
- /* Require "naked" floor grid */
- if (!is_floor_grid(g_ptr) || g_ptr->o_idx || g_ptr->m_idx) continue;
-
- /* Avoid player location */
- if (player_bold(owner_ptr, y, x)) continue;
-
- /* Check for "room" */
- room = (floor_ptr->grid_array[y][x].info & CAVE_ROOM) ? TRUE : FALSE;
-
- /* Require corridor? */
- if ((set == ALLOC_SET_CORR) && room) continue;
-
- /* Require room? */
- if ((set == ALLOC_SET_ROOM) && !room) continue;
-
- /* Accept it */
- break;
- }
-
- if (dummy >= SAFE_MAX_ATTEMPTS)
- {
- msg_print_wizard(owner_ptr, CHEAT_DUNGEON, _("アイテムの配置に失敗しました。", "Failed to place object."));
- return;
- }
-
-
- /* Place something */
- switch (typ)
- {
- case ALLOC_TYP_RUBBLE:
- {
- place_rubble(floor_ptr, y, x);
- floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
- break;
- }
-
- case ALLOC_TYP_TRAP:
- {
- place_trap(owner_ptr, y, x);
- floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
- break;
- }
-
- case ALLOC_TYP_GOLD:
- {
- place_gold(owner_ptr, y, x);
- break;
- }
-
- case ALLOC_TYP_OBJECT:
- {
- place_object(owner_ptr, y, x, 0L);
- break;
- }
- }
- }
+ POSITION y = 0, x = 0;
+ int k;
+ int dummy = 0;
+ grid_type *g_ptr;
+
+ /* A small level has few objects. */
+ floor_type *floor_ptr = owner_ptr->current_floor_ptr;
+ num = num * floor_ptr->height * floor_ptr->width / (MAX_HGT * MAX_WID) + 1;
+
+ /* Place some objects */
+ for (k = 0; k < num; k++) {
+ /* Pick a "legal" spot */
+ while (dummy < SAFE_MAX_ATTEMPTS) {
+ bool room;
+
+ dummy++;
+
+ y = randint0(floor_ptr->height);
+ x = randint0(floor_ptr->width);
+
+ g_ptr = &floor_ptr->grid_array[y][x];
+
+ /* Require "naked" floor grid */
+ if (!is_floor_grid(g_ptr) || g_ptr->o_idx || g_ptr->m_idx)
+ continue;
+
+ /* Avoid player location */
+ if (player_bold(owner_ptr, y, x))
+ continue;
+
+ /* Check for "room" */
+ room = (floor_ptr->grid_array[y][x].info & CAVE_ROOM) ? TRUE : FALSE;
+
+ /* Require corridor? */
+ if ((set == ALLOC_SET_CORR) && room)
+ continue;
+
+ /* Require room? */
+ if ((set == ALLOC_SET_ROOM) && !room)
+ continue;
+
+ /* Accept it */
+ break;
+ }
+
+ if (dummy >= SAFE_MAX_ATTEMPTS) {
+ msg_print_wizard(owner_ptr, CHEAT_DUNGEON, _("アイテムの配置に失敗しました。", "Failed to place object."));
+ return;
+ }
+
+ /* Place something */
+ switch (typ) {
+ case ALLOC_TYP_RUBBLE: {
+ place_rubble(floor_ptr, y, x);
+ floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
+ break;
+ }
+
+ case ALLOC_TYP_TRAP: {
+ place_trap(owner_ptr, y, x);
+ floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
+ break;
+ }
+
+ case ALLOC_TYP_GOLD: {
+ place_gold(owner_ptr, y, x);
+ break;
+ }
+
+ case ALLOC_TYP_OBJECT: {
+ place_object(owner_ptr, y, x, 0L);
+ break;
+ }
+ }
+ }
}
-
-
-
/*!
* @brief クエストに関わるモンスターの配置を行う / Place quest monsters
* @param creature_ptr プレーヤーへの参照ポインタ
*/
bool place_quest_monsters(player_type *creature_ptr)
{
- int i;
-
- /* Handle the quest monster placements */
- floor_type *floor_ptr = creature_ptr->current_floor_ptr;
- for (i = 0; i < max_q_idx; i++)
- {
- monster_race *r_ptr;
- BIT_FLAGS mode;
- int j;
-
- if (quest[i].status != QUEST_STATUS_TAKEN ||
- (quest[i].type != QUEST_TYPE_KILL_LEVEL &&
- quest[i].type != QUEST_TYPE_RANDOM) ||
- quest[i].level != floor_ptr->dun_level ||
- creature_ptr->dungeon_idx != quest[i].dungeon ||
- (quest[i].flags & QUEST_FLAG_PRESET))
- {
- /* Ignore it */
- continue;
- }
-
- r_ptr = &r_info[quest[i].r_idx];
-
- /* Hack -- "unique" monsters must be "unique" */
- if ((r_ptr->flags1 & RF1_UNIQUE) &&
- (r_ptr->cur_num >= r_ptr->max_num)) continue;
-
- mode = (PM_NO_KAGE | PM_NO_PET);
-
- if (!(r_ptr->flags1 & RF1_FRIENDS))
- mode |= PM_ALLOW_GROUP;
-
- for (j = 0; j < (quest[i].max_num - quest[i].cur_num); j++)
- {
- int k;
-
- for (k = 0; k < SAFE_MAX_ATTEMPTS; k++)
- {
- POSITION x = 0, y = 0;
- int l;
-
- /* Find an empty grid */
- for (l = SAFE_MAX_ATTEMPTS; l > 0; l--)
- {
- grid_type *g_ptr;
- feature_type *f_ptr;
-
- y = randint0(floor_ptr->height);
- x = randint0(floor_ptr->width);
-
- g_ptr = &floor_ptr->grid_array[y][x];
- f_ptr = &f_info[g_ptr->feat];
-
- if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) continue;
- if (!monster_can_enter(creature_ptr, y, x, r_ptr, 0)) continue;
- if (distance(y, x, creature_ptr->y, creature_ptr->x) < 10) continue;
- if (g_ptr->info & CAVE_ICKY) continue;
- else break;
- }
-
- /* Failed to place */
- if (!l) return FALSE;
-
- /* Try to place the monster */
- if (place_monster_aux(creature_ptr, 0, y, x, quest[i].r_idx, mode))
- {
- /* Success */
- break;
- }
- else
- {
- /* Failure - Try again */
- continue;
- }
- }
-
- /* Failed to place */
- if (k == SAFE_MAX_ATTEMPTS) return FALSE;
- }
- }
-
- return TRUE;
+ int i;
+
+ /* Handle the quest monster placements */
+ floor_type *floor_ptr = creature_ptr->current_floor_ptr;
+ for (i = 0; i < max_q_idx; i++) {
+ monster_race *r_ptr;
+ BIT_FLAGS mode;
+ int j;
+
+ if (quest[i].status != QUEST_STATUS_TAKEN || (quest[i].type != QUEST_TYPE_KILL_LEVEL && quest[i].type != QUEST_TYPE_RANDOM)
+ || quest[i].level != floor_ptr->dun_level || creature_ptr->dungeon_idx != quest[i].dungeon || (quest[i].flags & QUEST_FLAG_PRESET)) {
+ /* Ignore it */
+ continue;
+ }
+
+ r_ptr = &r_info[quest[i].r_idx];
+
+ /* Hack -- "unique" monsters must be "unique" */
+ if ((r_ptr->flags1 & RF1_UNIQUE) && (r_ptr->cur_num >= r_ptr->max_num))
+ continue;
+
+ mode = (PM_NO_KAGE | PM_NO_PET);
+
+ if (!(r_ptr->flags1 & RF1_FRIENDS))
+ mode |= PM_ALLOW_GROUP;
+
+ for (j = 0; j < (quest[i].max_num - quest[i].cur_num); j++) {
+ int k;
+
+ for (k = 0; k < SAFE_MAX_ATTEMPTS; k++) {
+ POSITION x = 0, y = 0;
+ int l;
+
+ /* Find an empty grid */
+ for (l = SAFE_MAX_ATTEMPTS; l > 0; l--) {
+ grid_type *g_ptr;
+ feature_type *f_ptr;
+
+ y = randint0(floor_ptr->height);
+ x = randint0(floor_ptr->width);
+
+ g_ptr = &floor_ptr->grid_array[y][x];
+ f_ptr = &f_info[g_ptr->feat];
+
+ if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
+ continue;
+ if (!monster_can_enter(creature_ptr, y, x, r_ptr, 0))
+ continue;
+ if (distance(y, x, creature_ptr->y, creature_ptr->x) < 10)
+ continue;
+ if (g_ptr->info & CAVE_ICKY)
+ continue;
+ else
+ break;
+ }
+
+ /* Failed to place */
+ if (!l)
+ return FALSE;
+
+ /* Try to place the monster */
+ if (place_monster_aux(creature_ptr, 0, y, x, quest[i].r_idx, mode)) {
+ /* Success */
+ break;
+ } else {
+ /* Failure - Try again */
+ continue;
+ }
+ }
+
+ /* Failed to place */
+ if (k == SAFE_MAX_ATTEMPTS)
+ return FALSE;
+ }
+ }
+
+ return TRUE;
}
/*!
*/
static void gen_caverns_and_lakes(dungeon_type *dungeon_ptr, player_type *owner_ptr)
{
- floor_type *floor_ptr = owner_ptr->current_floor_ptr;
- /* Possible "destroyed" level */
- if ((floor_ptr->dun_level > 30) && one_in_(DUN_DEST*2) && (small_levels) && (dungeon_ptr->flags1 & DF1_DESTROY))
- {
- dun->destroyed = TRUE;
-
- /* extra rubble around the place looks cool */
- build_lake(owner_ptr, one_in_(2) ? LAKE_T_CAVE : LAKE_T_EARTH_VAULT);
- }
-
- /* Make a lake some of the time */
- if (one_in_(LAKE_LEVEL) && !dun->empty_level && !dun->destroyed &&
- (dungeon_ptr->flags1 & DF1_LAKE_MASK))
- {
- int count = 0;
- if (dungeon_ptr->flags1 & DF1_LAKE_WATER) count += 3;
- if (dungeon_ptr->flags1 & DF1_LAKE_LAVA) count += 3;
- if (dungeon_ptr->flags1 & DF1_LAKE_RUBBLE) count += 3;
- if (dungeon_ptr->flags1 & DF1_LAKE_TREE) count += 3;
-
- if (dungeon_ptr->flags1 & DF1_LAKE_LAVA)
- {
- /* Lake of Lava */
- if ((floor_ptr->dun_level > 80) && (randint0(count) < 2)) dun->laketype = LAKE_T_LAVA;
- count -= 2;
-
- /* Lake of Lava2 */
- if (!dun->laketype && (floor_ptr->dun_level > 80) && one_in_(count)) dun->laketype = LAKE_T_FIRE_VAULT;
- count--;
- }
-
- if ((dungeon_ptr->flags1 & DF1_LAKE_WATER) && !dun->laketype)
- {
- /* Lake of Water */
- if ((floor_ptr->dun_level > 50) && randint0(count) < 2) dun->laketype = LAKE_T_WATER;
- count -= 2;
-
- /* Lake of Water2 */
- if (!dun->laketype && (floor_ptr->dun_level > 50) && one_in_(count)) dun->laketype = LAKE_T_WATER_VAULT;
- count--;
- }
-
- if ((dungeon_ptr->flags1 & DF1_LAKE_RUBBLE) && !dun->laketype)
- {
- /* Lake of rubble */
- if ((floor_ptr->dun_level > 35) && (randint0(count) < 2)) dun->laketype = LAKE_T_CAVE;
- count -= 2;
-
- /* Lake of rubble2 */
- if (!dun->laketype && (floor_ptr->dun_level > 35) && one_in_(count)) dun->laketype = LAKE_T_EARTH_VAULT;
- count--;
- }
-
- /* Lake of tree */
- if ((floor_ptr->dun_level > 5) && (dungeon_ptr->flags1 & DF1_LAKE_TREE) && !dun->laketype) dun->laketype = LAKE_T_AIR_VAULT;
-
- if (dun->laketype)
- {
- msg_print_wizard(owner_ptr, CHEAT_DUNGEON, _("湖を生成します。", "Lake on the level."));
- build_lake(owner_ptr, dun->laketype);
- }
- }
-
- if ((floor_ptr->dun_level > DUN_CAVERN) && !dun->empty_level &&
- (dungeon_ptr->flags1 & DF1_CAVERN) &&
- !dun->laketype && !dun->destroyed && (randint1(1000) < floor_ptr->dun_level))
- {
- dun->cavern = TRUE;
-
- /* make a large fractal floor_ptr->grid_array in the middle of the dungeon */
-
- msg_print_wizard(owner_ptr, CHEAT_DUNGEON, _("洞窟を生成。", "Cavern on level."));
- build_cavern(owner_ptr);
- }
-
- /* Hack -- No destroyed "quest" levels */
- if (quest_number(owner_ptr, floor_ptr->dun_level)) dun->destroyed = FALSE;
+ floor_type *floor_ptr = owner_ptr->current_floor_ptr;
+ /* Possible "destroyed" level */
+ if ((floor_ptr->dun_level > 30) && one_in_(DUN_DEST * 2) && (small_levels) && (dungeon_ptr->flags1 & DF1_DESTROY)) {
+ dun->destroyed = TRUE;
+
+ /* extra rubble around the place looks cool */
+ build_lake(owner_ptr, one_in_(2) ? LAKE_T_CAVE : LAKE_T_EARTH_VAULT);
+ }
+
+ /* Make a lake some of the time */
+ if (one_in_(LAKE_LEVEL) && !dun->empty_level && !dun->destroyed && (dungeon_ptr->flags1 & DF1_LAKE_MASK)) {
+ int count = 0;
+ if (dungeon_ptr->flags1 & DF1_LAKE_WATER)
+ count += 3;
+ if (dungeon_ptr->flags1 & DF1_LAKE_LAVA)
+ count += 3;
+ if (dungeon_ptr->flags1 & DF1_LAKE_RUBBLE)
+ count += 3;
+ if (dungeon_ptr->flags1 & DF1_LAKE_TREE)
+ count += 3;
+
+ if (dungeon_ptr->flags1 & DF1_LAKE_LAVA) {
+ /* Lake of Lava */
+ if ((floor_ptr->dun_level > 80) && (randint0(count) < 2))
+ dun->laketype = LAKE_T_LAVA;
+ count -= 2;
+
+ /* Lake of Lava2 */
+ if (!dun->laketype && (floor_ptr->dun_level > 80) && one_in_(count))
+ dun->laketype = LAKE_T_FIRE_VAULT;
+ count--;
+ }
+
+ if ((dungeon_ptr->flags1 & DF1_LAKE_WATER) && !dun->laketype) {
+ /* Lake of Water */
+ if ((floor_ptr->dun_level > 50) && randint0(count) < 2)
+ dun->laketype = LAKE_T_WATER;
+ count -= 2;
+
+ /* Lake of Water2 */
+ if (!dun->laketype && (floor_ptr->dun_level > 50) && one_in_(count))
+ dun->laketype = LAKE_T_WATER_VAULT;
+ count--;
+ }
+
+ if ((dungeon_ptr->flags1 & DF1_LAKE_RUBBLE) && !dun->laketype) {
+ /* Lake of rubble */
+ if ((floor_ptr->dun_level > 35) && (randint0(count) < 2))
+ dun->laketype = LAKE_T_CAVE;
+ count -= 2;
+
+ /* Lake of rubble2 */
+ if (!dun->laketype && (floor_ptr->dun_level > 35) && one_in_(count))
+ dun->laketype = LAKE_T_EARTH_VAULT;
+ count--;
+ }
+
+ /* Lake of tree */
+ if ((floor_ptr->dun_level > 5) && (dungeon_ptr->flags1 & DF1_LAKE_TREE) && !dun->laketype)
+ dun->laketype = LAKE_T_AIR_VAULT;
+
+ if (dun->laketype) {
+ msg_print_wizard(owner_ptr, CHEAT_DUNGEON, _("湖を生成します。", "Lake on the level."));
+ build_lake(owner_ptr, dun->laketype);
+ }
+ }
+
+ if ((floor_ptr->dun_level > DUN_CAVERN) && !dun->empty_level && (dungeon_ptr->flags1 & DF1_CAVERN) && !dun->laketype && !dun->destroyed
+ && (randint1(1000) < floor_ptr->dun_level)) {
+ dun->cavern = TRUE;
+
+ /* make a large fractal floor_ptr->grid_array in the middle of the dungeon */
+
+ msg_print_wizard(owner_ptr, CHEAT_DUNGEON, _("洞窟を生成。", "Cavern on level."));
+ build_cavern(owner_ptr);
+ }
+
+ /* Hack -- No destroyed "quest" levels */
+ if (quest_number(owner_ptr, floor_ptr->dun_level))
+ dun->destroyed = FALSE;
}
static bool has_river_flag(dungeon_type *dungeon_ptr)
*/
static bool cave_gen(player_type *player_ptr, concptr *why)
{
- int i, k;
- POSITION y, x;
- dun_data dun_body;
-
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- dungeon_type* dungeon_ptr = &d_info[floor_ptr->dungeon_idx];
-
- floor_ptr->lite_n = 0;
- floor_ptr->mon_lite_n = 0;
- floor_ptr->redraw_n = 0;
- floor_ptr->view_n = 0;
-
- /* Global data */
- dun = &dun_body;
-
- dun->destroyed = FALSE;
- dun->empty_level = FALSE;
- dun->cavern = FALSE;
- dun->laketype = 0;
-
- /* Fill the arrays of floors and walls in the good proportions */
- set_floor_and_wall(floor_ptr->dungeon_idx);
- get_mon_num_prep(player_ptr, get_monster_hook(player_ptr), NULL);
-
- /* Randomize the dungeon creation values */
- dun_tun_rnd = rand_range(DUN_TUN_RND_MIN, DUN_TUN_RND_MAX);
- dun_tun_chg = rand_range(DUN_TUN_CHG_MIN, DUN_TUN_CHG_MAX);
- dun_tun_con = rand_range(DUN_TUN_CON_MIN, DUN_TUN_CON_MAX);
- dun_tun_pen = rand_range(DUN_TUN_PEN_MIN, DUN_TUN_PEN_MAX);
- dun_tun_jct = rand_range(DUN_TUN_JCT_MIN, DUN_TUN_JCT_MAX);
-
- /* Actual maximum number of rooms on this level */
- dun->row_rooms = floor_ptr->height / BLOCK_HGT;
- dun->col_rooms = floor_ptr->width / BLOCK_WID;
-
- /* Initialize the room table */
- for (y = 0; y < dun->row_rooms; y++)
- {
- for (x = 0; x < dun->col_rooms; x++)
- {
- dun->room_map[y][x] = FALSE;
- }
- }
-
- /* No rooms yet */
- dun->cent_n = 0;
-
- /* Empty arena levels */
- if (ironman_empty_levels || ((dungeon_ptr->flags1 & DF1_ARENA) && (empty_levels && one_in_(EMPTY_LEVEL))))
- {
- dun->empty_level = TRUE;
- msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("アリーナレベルを生成。", "Arena level."));
- }
-
- if (dun->empty_level)
- {
- /* Start with floors */
- for (y = 0; y < floor_ptr->height; y++)
- {
- for (x = 0; x < floor_ptr->width; x++)
- {
- place_bold(player_ptr, y, x, GB_FLOOR);
- }
- }
-
- /* Special boundary walls -- Top and bottom */
- for (x = 0; x < floor_ptr->width; x++)
- {
- place_bold(player_ptr, 0, x, GB_EXTRA);
- place_bold(player_ptr, floor_ptr->height - 1, x, GB_EXTRA);
- }
-
- /* Special boundary walls -- Left and right */
- for (y = 1; y < (floor_ptr->height - 1); y++)
- {
- place_bold(player_ptr, y, 0, GB_EXTRA);
- place_bold(player_ptr, y, floor_ptr->width - 1, GB_EXTRA);
- }
- }
- else
- {
- /* Start with walls */
- for (y = 0; y < floor_ptr->height; y++)
- {
- for (x = 0; x < floor_ptr->width; x++)
- {
- place_bold(player_ptr, y, x, GB_EXTRA);
- }
- }
- }
-
- /* Generate various caverns and lakes */
- gen_caverns_and_lakes(dungeon_ptr, player_ptr);
-
- /* Build maze */
- if (dungeon_ptr->flags1 & DF1_MAZE)
- {
- build_maze_vault(player_ptr, floor_ptr->width/2-1, floor_ptr->height/2-1, floor_ptr->width-4, floor_ptr->height-4, FALSE);
-
- /* Place 3 or 4 down stairs near some walls */
- if (!alloc_stairs(player_ptr, feat_down_stair, rand_range(2, 3), 3))
- {
- *why = _("迷宮ダンジョンの下り階段生成に失敗", "Failed to alloc up stairs in maze dungeon.");
- return FALSE;
- }
-
- /* Place 1 or 2 up stairs near some walls */
- if (!alloc_stairs(player_ptr, feat_up_stair, 1, 3))
- {
- *why = _("迷宮ダンジョンの上り階段生成に失敗", "Failed to alloc down stairs in maze dungeon.");
- return FALSE;
- }
- }
-
- /* Build some rooms */
- else
- {
- int tunnel_fail_count = 0;
-
- /*
- * Build each type of room in turn until we cannot build any more.
- */
- if (!generate_rooms(player_ptr))
- {
- *why = _("部屋群の生成に失敗", "Failed to generate rooms");
- return FALSE;
- }
-
-
- /* Make a hole in the dungeon roof sometimes at level 1 */
- if (floor_ptr->dun_level == 1)
- {
- while (one_in_(DUN_MOS_DEN))
- {
- place_trees(player_ptr, randint1(floor_ptr->width - 2), randint1(floor_ptr->height - 2));
- }
- }
-
- if (dun->destroyed)
- {
- destroy_level(player_ptr);
- }
-
- if (has_river_flag(dungeon_ptr) && one_in_(3) && (randint1(floor_ptr->dun_level) > 5))
- {
- add_river(floor_ptr);
- }
-
- /* Hack -- Scramble the room order */
- for (i = 0; i < dun->cent_n; i++)
- {
- POSITION ty, tx;
- int pick = rand_range(0, i);
-
- ty = dun->cent[i].y;
- tx = dun->cent[i].x;
- dun->cent[i].y = dun->cent[pick].y;
- dun->cent[i].x = dun->cent[pick].x;
- dun->cent[pick].y = ty;
- dun->cent[pick].x = tx;
- }
-
- /* Start with no tunnel doors */
- dun->door_n = 0;
-
- /* Hack -- connect the first room to the last room */
- y = dun->cent[dun->cent_n-1].y;
- x = dun->cent[dun->cent_n-1].x;
-
- /* Connect all the rooms together */
- for (i = 0; i < dun->cent_n; i++)
- {
- int j;
-
- /* Reset the arrays */
- dun->tunn_n = 0;
- dun->wall_n = 0;
-
- /* Connect the room to the previous room */
- if (randint1(floor_ptr->dun_level) > dungeon_ptr->tunnel_percent)
- {
- /* make cavelike tunnel */
- (void)build_tunnel2(player_ptr, dun->cent[i].x, dun->cent[i].y, x, y, 2, 2);
- }
- else
- {
- /* make normal tunnel */
- if (!build_tunnel(player_ptr, dun->cent[i].y, dun->cent[i].x, y, x)) tunnel_fail_count++;
- }
-
- if (tunnel_fail_count >= 2)
- {
- *why = _("トンネル接続に失敗", "Failed to generate tunnels");
- return FALSE;
- }
-
- /* Turn the tunnel into corridor */
- for (j = 0; j < dun->tunn_n; j++)
- {
- grid_type *g_ptr;
- feature_type *f_ptr;
- y = dun->tunn[j].y;
- x = dun->tunn[j].x;
- g_ptr = &floor_ptr->grid_array[y][x];
- f_ptr = &f_info[g_ptr->feat];
-
- /* Clear previous contents (if not a lake), add a floor */
- if (!have_flag(f_ptr->flags, FF_MOVE) || (!have_flag(f_ptr->flags, FF_WATER) && !have_flag(f_ptr->flags, FF_LAVA)))
- {
- /* Clear mimic type */
- g_ptr->mimic = 0;
-
- place_grid(player_ptr, g_ptr, GB_FLOOR);
- }
- }
-
- /* Apply the piercings that we found */
- for (j = 0; j < dun->wall_n; j++)
- {
- grid_type *g_ptr;
- y = dun->wall[j].y;
- x = dun->wall[j].x;
- g_ptr = &floor_ptr->grid_array[y][x];
-
- /* Clear mimic type */
- g_ptr->mimic = 0;
-
- /* Clear previous contents, add up floor */
- place_grid(player_ptr, g_ptr, GB_FLOOR);
-
- /* Occasional doorway */
- if ((randint0(100) < dun_tun_pen) && !(dungeon_ptr->flags1 & DF1_NO_DOORS))
- {
- /* Place a random door */
- place_random_door(player_ptr, y, x, TRUE);
- }
- }
-
- /* Remember the "previous" room */
- y = dun->cent[i].y;
- x = dun->cent[i].x;
- }
-
- /* Place intersection doors */
- for (i = 0; i < dun->door_n; i++)
- {
- /* Extract junction location */
- y = dun->door[i].y;
- x = dun->door[i].x;
-
- /* Try placing doors */
- try_door(player_ptr, y, x - 1);
- try_door(player_ptr, y, x + 1);
- try_door(player_ptr, y - 1, x);
- try_door(player_ptr, y + 1, x);
- }
-
- /* Place 3 or 4 down stairs near some walls */
- if (!alloc_stairs(player_ptr, feat_down_stair, rand_range(3, 4), 3))
- {
- *why = _("下り階段生成に失敗", "Failed to generate down stairs.");
- return FALSE;
- }
-
- /* Place 1 or 2 up stairs near some walls */
- if (!alloc_stairs(player_ptr, feat_up_stair, rand_range(1, 2), 3))
- {
- *why = _("上り階段生成に失敗", "Failed to generate up stairs.");
- return FALSE;
- }
- }
-
- if (!dun->laketype)
- {
- if (dungeon_ptr->stream2)
- {
- /* Hack -- Add some quartz streamers */
- for (i = 0; i < DUN_STR_QUA; i++)
- {
- build_streamer(player_ptr, dungeon_ptr->stream2, DUN_STR_QC);
- }
- }
-
- if (dungeon_ptr->stream1)
- {
- /* Hack -- Add some magma streamers */
- for (i = 0; i < DUN_STR_MAG; i++)
- {
- build_streamer(player_ptr, dungeon_ptr->stream1, DUN_STR_MC);
- }
- }
- }
-
- /* Special boundary walls -- Top and bottom */
- for (x = 0; x < floor_ptr->width; x++)
- {
- place_bound_perm_wall(player_ptr, &floor_ptr->grid_array[0][x]);
- place_bound_perm_wall(player_ptr, &floor_ptr->grid_array[floor_ptr->height - 1][x]);
- }
-
- /* Special boundary walls -- Left and right */
- for (y = 1; y < (floor_ptr->height - 1); y++)
- {
- place_bound_perm_wall(player_ptr, &floor_ptr->grid_array[y][0]);
- place_bound_perm_wall(player_ptr, &floor_ptr->grid_array[y][floor_ptr->width - 1]);
- }
-
- /* Determine the character location */
- if (!new_player_spot(player_ptr))
- {
- *why = _("プレイヤー配置に失敗", "Failed to place a player");
- return FALSE;
- }
-
- if (!place_quest_monsters(player_ptr))
- {
- *why = _("クエストモンスター配置に失敗", "Failed to place a quest monster");
- return FALSE;
- }
-
- /* Basic "amount" */
- k = (floor_ptr->dun_level / 3);
- if (k > 10) k = 10;
- if (k < 2) k = 2;
-
- /* Pick a base number of monsters */
- i = dungeon_ptr->min_m_alloc_level;
-
- /* To make small levels a bit more playable */
- if (floor_ptr->height < MAX_HGT || floor_ptr->width < MAX_WID)
- {
- int small_tester = i;
-
- i = (i * floor_ptr->height) / MAX_HGT;
- i = (i * floor_ptr->width) / MAX_WID;
- i += 1;
-
- if (i > small_tester) i = small_tester;
- else msg_format_wizard(player_ptr, CHEAT_DUNGEON,
- _("モンスター数基本値を %d から %d に減らします", "Reduced monsters base from %d to %d"), small_tester, i);
-
- }
-
- i += randint1(8);
-
- /* Put some monsters in the dungeon */
- for (i = i + k; i > 0; i--)
- {
- (void)alloc_monster(player_ptr, 0, PM_ALLOW_SLEEP, summon_specific);
- }
-
- /* Place some traps in the dungeon */
- alloc_object(player_ptr, ALLOC_SET_BOTH, ALLOC_TYP_TRAP, randint1(k));
-
- /* Put some rubble in corridors (except NO_CAVE dungeon (Castle)) */
- if (!(dungeon_ptr->flags1 & DF1_NO_CAVE)) alloc_object(player_ptr, ALLOC_SET_CORR, ALLOC_TYP_RUBBLE, randint1(k));
-
- /* Mega Hack -- No object at first level of deeper dungeon */
- if (player_ptr->enter_dungeon && floor_ptr->dun_level > 1)
- {
- /* No stair scum! */
- floor_ptr->object_level = 1;
- }
-
- /* Put some objects in rooms */
- alloc_object(player_ptr, ALLOC_SET_ROOM, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ROOM, 3));
-
- /* Put some objects/gold in the dungeon */
- alloc_object(player_ptr, ALLOC_SET_BOTH, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ITEM, 3));
- alloc_object(player_ptr, ALLOC_SET_BOTH, ALLOC_TYP_GOLD, randnor(DUN_AMT_GOLD, 3));
-
- /* Set back to default */
- floor_ptr->object_level = floor_ptr->base_level;
-
- /* Put the Guardian */
- if (!alloc_guardian(player_ptr, TRUE))
- {
- *why = _("ダンジョンの主配置に失敗", "Failed to place a dungeon guardian");
- return FALSE;
- }
-
- bool is_empty_or_dark = dun->empty_level;
- is_empty_or_dark &= !one_in_(DARK_EMPTY) || (randint1(100) > floor_ptr->dun_level);
- is_empty_or_dark &= (dungeon_ptr->flags1 & DF1_DARKNESS) == 0;
- if (!is_empty_or_dark) return TRUE;
-
- /* Lite the floor_ptr->grid_array */
- for (y = 0; y < floor_ptr->height; y++)
- {
- for (x = 0; x < floor_ptr->width; x++)
- {
- floor_ptr->grid_array[y][x].info |= (CAVE_GLOW);
- }
- }
-
- return TRUE;
+ int i, k;
+ POSITION y, x;
+ dun_data dun_body;
+
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ dungeon_type *dungeon_ptr = &d_info[floor_ptr->dungeon_idx];
+
+ floor_ptr->lite_n = 0;
+ floor_ptr->mon_lite_n = 0;
+ floor_ptr->redraw_n = 0;
+ floor_ptr->view_n = 0;
+
+ /* Global data */
+ dun = &dun_body;
+
+ dun->destroyed = FALSE;
+ dun->empty_level = FALSE;
+ dun->cavern = FALSE;
+ dun->laketype = 0;
+
+ /* Fill the arrays of floors and walls in the good proportions */
+ set_floor_and_wall(floor_ptr->dungeon_idx);
+ get_mon_num_prep(player_ptr, get_monster_hook(player_ptr), NULL);
+
+ /* Randomize the dungeon creation values */
+ dun_tun_rnd = rand_range(DUN_TUN_RND_MIN, DUN_TUN_RND_MAX);
+ dun_tun_chg = rand_range(DUN_TUN_CHG_MIN, DUN_TUN_CHG_MAX);
+ dun_tun_con = rand_range(DUN_TUN_CON_MIN, DUN_TUN_CON_MAX);
+ dun_tun_pen = rand_range(DUN_TUN_PEN_MIN, DUN_TUN_PEN_MAX);
+ dun_tun_jct = rand_range(DUN_TUN_JCT_MIN, DUN_TUN_JCT_MAX);
+
+ /* Actual maximum number of rooms on this level */
+ dun->row_rooms = floor_ptr->height / BLOCK_HGT;
+ dun->col_rooms = floor_ptr->width / BLOCK_WID;
+
+ /* Initialize the room table */
+ for (y = 0; y < dun->row_rooms; y++) {
+ for (x = 0; x < dun->col_rooms; x++) {
+ dun->room_map[y][x] = FALSE;
+ }
+ }
+
+ /* No rooms yet */
+ dun->cent_n = 0;
+
+ /* Empty arena levels */
+ if (ironman_empty_levels || ((dungeon_ptr->flags1 & DF1_ARENA) && (empty_levels && one_in_(EMPTY_LEVEL)))) {
+ dun->empty_level = TRUE;
+ msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("アリーナレベルを生成。", "Arena level."));
+ }
+
+ if (dun->empty_level) {
+ /* Start with floors */
+ for (y = 0; y < floor_ptr->height; y++) {
+ for (x = 0; x < floor_ptr->width; x++) {
+ place_bold(player_ptr, y, x, GB_FLOOR);
+ }
+ }
+
+ /* Special boundary walls -- Top and bottom */
+ for (x = 0; x < floor_ptr->width; x++) {
+ place_bold(player_ptr, 0, x, GB_EXTRA);
+ place_bold(player_ptr, floor_ptr->height - 1, x, GB_EXTRA);
+ }
+
+ /* Special boundary walls -- Left and right */
+ for (y = 1; y < (floor_ptr->height - 1); y++) {
+ place_bold(player_ptr, y, 0, GB_EXTRA);
+ place_bold(player_ptr, y, floor_ptr->width - 1, GB_EXTRA);
+ }
+ } else {
+ /* Start with walls */
+ for (y = 0; y < floor_ptr->height; y++) {
+ for (x = 0; x < floor_ptr->width; x++) {
+ place_bold(player_ptr, y, x, GB_EXTRA);
+ }
+ }
+ }
+
+ /* Generate various caverns and lakes */
+ gen_caverns_and_lakes(dungeon_ptr, player_ptr);
+
+ /* Build maze */
+ if (dungeon_ptr->flags1 & DF1_MAZE) {
+ build_maze_vault(player_ptr, floor_ptr->width / 2 - 1, floor_ptr->height / 2 - 1, floor_ptr->width - 4, floor_ptr->height - 4, FALSE);
+
+ /* Place 3 or 4 down stairs near some walls */
+ if (!alloc_stairs(player_ptr, feat_down_stair, rand_range(2, 3), 3)) {
+ *why = _("迷宮ダンジョンの下り階段生成に失敗", "Failed to alloc up stairs in maze dungeon.");
+ return FALSE;
+ }
+
+ /* Place 1 or 2 up stairs near some walls */
+ if (!alloc_stairs(player_ptr, feat_up_stair, 1, 3)) {
+ *why = _("迷宮ダンジョンの上り階段生成に失敗", "Failed to alloc down stairs in maze dungeon.");
+ return FALSE;
+ }
+ }
+
+ /* Build some rooms */
+ else {
+ int tunnel_fail_count = 0;
+
+ /*
+ * Build each type of room in turn until we cannot build any more.
+ */
+ if (!generate_rooms(player_ptr)) {
+ *why = _("部屋群の生成に失敗", "Failed to generate rooms");
+ return FALSE;
+ }
+
+ /* Make a hole in the dungeon roof sometimes at level 1 */
+ if (floor_ptr->dun_level == 1) {
+ while (one_in_(DUN_MOS_DEN)) {
+ place_trees(player_ptr, randint1(floor_ptr->width - 2), randint1(floor_ptr->height - 2));
+ }
+ }
+
+ if (dun->destroyed) {
+ destroy_level(player_ptr);
+ }
+
+ if (has_river_flag(dungeon_ptr) && one_in_(3) && (randint1(floor_ptr->dun_level) > 5)) {
+ add_river(floor_ptr);
+ }
+
+ /* Hack -- Scramble the room order */
+ for (i = 0; i < dun->cent_n; i++) {
+ POSITION ty, tx;
+ int pick = rand_range(0, i);
+
+ ty = dun->cent[i].y;
+ tx = dun->cent[i].x;
+ dun->cent[i].y = dun->cent[pick].y;
+ dun->cent[i].x = dun->cent[pick].x;
+ dun->cent[pick].y = ty;
+ dun->cent[pick].x = tx;
+ }
+
+ /* Start with no tunnel doors */
+ dun->door_n = 0;
+
+ /* Hack -- connect the first room to the last room */
+ y = dun->cent[dun->cent_n - 1].y;
+ x = dun->cent[dun->cent_n - 1].x;
+
+ /* Connect all the rooms together */
+ for (i = 0; i < dun->cent_n; i++) {
+ int j;
+
+ /* Reset the arrays */
+ dun->tunn_n = 0;
+ dun->wall_n = 0;
+
+ /* Connect the room to the previous room */
+ if (randint1(floor_ptr->dun_level) > dungeon_ptr->tunnel_percent) {
+ /* make cavelike tunnel */
+ (void)build_tunnel2(player_ptr, dun->cent[i].x, dun->cent[i].y, x, y, 2, 2);
+ } else {
+ /* make normal tunnel */
+ if (!build_tunnel(player_ptr, dun->cent[i].y, dun->cent[i].x, y, x))
+ tunnel_fail_count++;
+ }
+
+ if (tunnel_fail_count >= 2) {
+ *why = _("トンネル接続に失敗", "Failed to generate tunnels");
+ return FALSE;
+ }
+
+ /* Turn the tunnel into corridor */
+ for (j = 0; j < dun->tunn_n; j++) {
+ grid_type *g_ptr;
+ feature_type *f_ptr;
+ y = dun->tunn[j].y;
+ x = dun->tunn[j].x;
+ g_ptr = &floor_ptr->grid_array[y][x];
+ f_ptr = &f_info[g_ptr->feat];
+
+ /* Clear previous contents (if not a lake), add a floor */
+ if (!have_flag(f_ptr->flags, FF_MOVE) || (!have_flag(f_ptr->flags, FF_WATER) && !have_flag(f_ptr->flags, FF_LAVA))) {
+ /* Clear mimic type */
+ g_ptr->mimic = 0;
+
+ place_grid(player_ptr, g_ptr, GB_FLOOR);
+ }
+ }
+
+ /* Apply the piercings that we found */
+ for (j = 0; j < dun->wall_n; j++) {
+ grid_type *g_ptr;
+ y = dun->wall[j].y;
+ x = dun->wall[j].x;
+ g_ptr = &floor_ptr->grid_array[y][x];
+
+ /* Clear mimic type */
+ g_ptr->mimic = 0;
+
+ /* Clear previous contents, add up floor */
+ place_grid(player_ptr, g_ptr, GB_FLOOR);
+
+ /* Occasional doorway */
+ if ((randint0(100) < dun_tun_pen) && !(dungeon_ptr->flags1 & DF1_NO_DOORS)) {
+ /* Place a random door */
+ place_random_door(player_ptr, y, x, TRUE);
+ }
+ }
+
+ /* Remember the "previous" room */
+ y = dun->cent[i].y;
+ x = dun->cent[i].x;
+ }
+
+ /* Place intersection doors */
+ for (i = 0; i < dun->door_n; i++) {
+ /* Extract junction location */
+ y = dun->door[i].y;
+ x = dun->door[i].x;
+
+ /* Try placing doors */
+ try_door(player_ptr, y, x - 1);
+ try_door(player_ptr, y, x + 1);
+ try_door(player_ptr, y - 1, x);
+ try_door(player_ptr, y + 1, x);
+ }
+
+ /* Place 3 or 4 down stairs near some walls */
+ if (!alloc_stairs(player_ptr, feat_down_stair, rand_range(3, 4), 3)) {
+ *why = _("下り階段生成に失敗", "Failed to generate down stairs.");
+ return FALSE;
+ }
+
+ /* Place 1 or 2 up stairs near some walls */
+ if (!alloc_stairs(player_ptr, feat_up_stair, rand_range(1, 2), 3)) {
+ *why = _("上り階段生成に失敗", "Failed to generate up stairs.");
+ return FALSE;
+ }
+ }
+
+ if (!dun->laketype) {
+ if (dungeon_ptr->stream2) {
+ /* Hack -- Add some quartz streamers */
+ for (i = 0; i < DUN_STR_QUA; i++) {
+ build_streamer(player_ptr, dungeon_ptr->stream2, DUN_STR_QC);
+ }
+ }
+
+ if (dungeon_ptr->stream1) {
+ /* Hack -- Add some magma streamers */
+ for (i = 0; i < DUN_STR_MAG; i++) {
+ build_streamer(player_ptr, dungeon_ptr->stream1, DUN_STR_MC);
+ }
+ }
+ }
+
+ /* Special boundary walls -- Top and bottom */
+ for (x = 0; x < floor_ptr->width; x++) {
+ place_bound_perm_wall(player_ptr, &floor_ptr->grid_array[0][x]);
+ place_bound_perm_wall(player_ptr, &floor_ptr->grid_array[floor_ptr->height - 1][x]);
+ }
+
+ /* Special boundary walls -- Left and right */
+ for (y = 1; y < (floor_ptr->height - 1); y++) {
+ place_bound_perm_wall(player_ptr, &floor_ptr->grid_array[y][0]);
+ place_bound_perm_wall(player_ptr, &floor_ptr->grid_array[y][floor_ptr->width - 1]);
+ }
+
+ /* Determine the character location */
+ if (!new_player_spot(player_ptr)) {
+ *why = _("プレイヤー配置に失敗", "Failed to place a player");
+ return FALSE;
+ }
+
+ if (!place_quest_monsters(player_ptr)) {
+ *why = _("クエストモンスター配置に失敗", "Failed to place a quest monster");
+ return FALSE;
+ }
+
+ /* Basic "amount" */
+ k = (floor_ptr->dun_level / 3);
+ if (k > 10)
+ k = 10;
+ if (k < 2)
+ k = 2;
+
+ /* Pick a base number of monsters */
+ i = dungeon_ptr->min_m_alloc_level;
+
+ /* To make small levels a bit more playable */
+ if (floor_ptr->height < MAX_HGT || floor_ptr->width < MAX_WID) {
+ int small_tester = i;
+
+ i = (i * floor_ptr->height) / MAX_HGT;
+ i = (i * floor_ptr->width) / MAX_WID;
+ i += 1;
+
+ if (i > small_tester)
+ i = small_tester;
+ else
+ msg_format_wizard(
+ player_ptr, CHEAT_DUNGEON, _("モンスター数基本値を %d から %d に減らします", "Reduced monsters base from %d to %d"), small_tester, i);
+ }
+
+ i += randint1(8);
+
+ /* Put some monsters in the dungeon */
+ for (i = i + k; i > 0; i--) {
+ (void)alloc_monster(player_ptr, 0, PM_ALLOW_SLEEP, summon_specific);
+ }
+
+ /* Place some traps in the dungeon */
+ alloc_object(player_ptr, ALLOC_SET_BOTH, ALLOC_TYP_TRAP, randint1(k));
+
+ /* Put some rubble in corridors (except NO_CAVE dungeon (Castle)) */
+ if (!(dungeon_ptr->flags1 & DF1_NO_CAVE))
+ alloc_object(player_ptr, ALLOC_SET_CORR, ALLOC_TYP_RUBBLE, randint1(k));
+
+ /* Mega Hack -- No object at first level of deeper dungeon */
+ if (player_ptr->enter_dungeon && floor_ptr->dun_level > 1) {
+ /* No stair scum! */
+ floor_ptr->object_level = 1;
+ }
+
+ /* Put some objects in rooms */
+ alloc_object(player_ptr, ALLOC_SET_ROOM, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ROOM, 3));
+
+ /* Put some objects/gold in the dungeon */
+ alloc_object(player_ptr, ALLOC_SET_BOTH, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ITEM, 3));
+ alloc_object(player_ptr, ALLOC_SET_BOTH, ALLOC_TYP_GOLD, randnor(DUN_AMT_GOLD, 3));
+
+ /* Set back to default */
+ floor_ptr->object_level = floor_ptr->base_level;
+
+ /* Put the Guardian */
+ if (!alloc_guardian(player_ptr, TRUE)) {
+ *why = _("ダンジョンの主配置に失敗", "Failed to place a dungeon guardian");
+ return FALSE;
+ }
+
+ bool is_empty_or_dark = dun->empty_level;
+ is_empty_or_dark &= !one_in_(DARK_EMPTY) || (randint1(100) > floor_ptr->dun_level);
+ is_empty_or_dark &= (dungeon_ptr->flags1 & DF1_DARKNESS) == 0;
+ if (!is_empty_or_dark)
+ return TRUE;
+
+ /* Lite the floor_ptr->grid_array */
+ for (y = 0; y < floor_ptr->height; y++) {
+ for (x = 0; x < floor_ptr->width; x++) {
+ floor_ptr->grid_array[y][x].info |= (CAVE_GLOW);
+ }
+ }
+
+ return TRUE;
}
/*!
*/
static void build_arena(player_type *player_ptr, POSITION *start_y, POSITION *start_x)
{
- POSITION yval, y_height, y_depth, xval, x_left, x_right;
- POSITION i, j;
-
- yval = SCREEN_HGT / 2;
- xval = SCREEN_WID / 2;
- y_height = yval - 10;
- y_depth = yval + 10;
- x_left = xval - 32;
- x_right = xval + 32;
-
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- for (i = y_height; i <= y_height + 5; i++)
- for (j = x_left; j <= x_right; j++)
- {
- place_bold(player_ptr, i, j, GB_EXTRA_PERM);
- floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
- }
- for (i = y_depth; i >= y_depth - 5; i--)
- for (j = x_left; j <= x_right; j++)
- {
- place_bold(player_ptr, i, j, GB_EXTRA_PERM);
- floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
- }
- for (j = x_left; j <= x_left + 17; j++)
- for (i = y_height; i <= y_depth; i++)
- {
- place_bold(player_ptr, i, j, GB_EXTRA_PERM);
- floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
- }
- for (j = x_right; j >= x_right - 17; j--)
- for (i = y_height; i <= y_depth; i++)
- {
- place_bold(player_ptr, i, j, GB_EXTRA_PERM);
- floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
- }
-
- place_bold(player_ptr, y_height + 6, x_left + 18, GB_EXTRA_PERM);
- floor_ptr->grid_array[y_height + 6][x_left + 18].info |= (CAVE_GLOW | CAVE_MARK);
- place_bold(player_ptr, y_depth - 6, x_left + 18, GB_EXTRA_PERM);
- floor_ptr->grid_array[y_depth - 6][x_left + 18].info |= (CAVE_GLOW | CAVE_MARK);
- place_bold(player_ptr, y_height + 6, x_right - 18, GB_EXTRA_PERM);
- floor_ptr->grid_array[y_height + 6][x_right - 18].info |= (CAVE_GLOW | CAVE_MARK);
- place_bold(player_ptr, y_depth - 6, x_right - 18, GB_EXTRA_PERM);
- floor_ptr->grid_array[y_depth - 6][x_right - 18].info |= (CAVE_GLOW | CAVE_MARK);
-
- *start_y = y_height + 5;
- *start_x = xval;
- floor_ptr->grid_array[*start_y][*start_x].feat = f_tag_to_index("ARENA_GATE");
- floor_ptr->grid_array[*start_y][*start_x].info |= (CAVE_GLOW | CAVE_MARK);
+ POSITION yval, y_height, y_depth, xval, x_left, x_right;
+ POSITION i, j;
+
+ yval = SCREEN_HGT / 2;
+ xval = SCREEN_WID / 2;
+ y_height = yval - 10;
+ y_depth = yval + 10;
+ x_left = xval - 32;
+ x_right = xval + 32;
+
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ for (i = y_height; i <= y_height + 5; i++)
+ for (j = x_left; j <= x_right; j++) {
+ place_bold(player_ptr, i, j, GB_EXTRA_PERM);
+ floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
+ }
+ for (i = y_depth; i >= y_depth - 5; i--)
+ for (j = x_left; j <= x_right; j++) {
+ place_bold(player_ptr, i, j, GB_EXTRA_PERM);
+ floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
+ }
+ for (j = x_left; j <= x_left + 17; j++)
+ for (i = y_height; i <= y_depth; i++) {
+ place_bold(player_ptr, i, j, GB_EXTRA_PERM);
+ floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
+ }
+ for (j = x_right; j >= x_right - 17; j--)
+ for (i = y_height; i <= y_depth; i++) {
+ place_bold(player_ptr, i, j, GB_EXTRA_PERM);
+ floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
+ }
+
+ place_bold(player_ptr, y_height + 6, x_left + 18, GB_EXTRA_PERM);
+ floor_ptr->grid_array[y_height + 6][x_left + 18].info |= (CAVE_GLOW | CAVE_MARK);
+ place_bold(player_ptr, y_depth - 6, x_left + 18, GB_EXTRA_PERM);
+ floor_ptr->grid_array[y_depth - 6][x_left + 18].info |= (CAVE_GLOW | CAVE_MARK);
+ place_bold(player_ptr, y_height + 6, x_right - 18, GB_EXTRA_PERM);
+ floor_ptr->grid_array[y_height + 6][x_right - 18].info |= (CAVE_GLOW | CAVE_MARK);
+ place_bold(player_ptr, y_depth - 6, x_right - 18, GB_EXTRA_PERM);
+ floor_ptr->grid_array[y_depth - 6][x_right - 18].info |= (CAVE_GLOW | CAVE_MARK);
+
+ *start_y = y_height + 5;
+ *start_x = xval;
+ floor_ptr->grid_array[*start_y][*start_x].feat = f_tag_to_index("ARENA_GATE");
+ floor_ptr->grid_array[*start_y][*start_x].info |= (CAVE_GLOW | CAVE_MARK);
}
/*!
*/
static void generate_challenge_arena(player_type *challanger_ptr)
{
- POSITION y, x;
- POSITION qy = 0;
- POSITION qx = 0;
-
- /* Smallest area */
- floor_type *floor_ptr = challanger_ptr->current_floor_ptr;
- floor_ptr->height = SCREEN_HGT;
- floor_ptr->width = SCREEN_WID;
-
- /* Start with solid walls */
- for (y = 0; y < MAX_HGT; y++)
- {
- for (x = 0; x < MAX_WID; x++)
- {
- /* Create "solid" perma-wall */
- place_bold(challanger_ptr, y, x, GB_SOLID_PERM);
-
- /* Illuminate and memorize the walls */
- floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
- }
- }
-
- /* Then place some floors */
- for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
- {
- for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
- {
- /* Create empty floor */
- floor_ptr->grid_array[y][x].feat = feat_floor;
- }
- }
-
- build_arena(challanger_ptr, &y, &x);
- player_place(challanger_ptr, y, x);
-
- if(!place_monster_aux(challanger_ptr, 0, challanger_ptr->y + 5, challanger_ptr->x, arena_info[challanger_ptr->arena_number].r_idx, (PM_NO_KAGE | PM_NO_PET)))
- {
- challanger_ptr->exit_bldg = TRUE;
- challanger_ptr->arena_number++;
- msg_print(_("相手は欠場した。あなたの不戦勝だ。", "The enemy is unable appear. You won by default."));
- }
+ POSITION y, x;
+ POSITION qy = 0;
+ POSITION qx = 0;
+
+ /* Smallest area */
+ floor_type *floor_ptr = challanger_ptr->current_floor_ptr;
+ floor_ptr->height = SCREEN_HGT;
+ floor_ptr->width = SCREEN_WID;
+
+ /* Start with solid walls */
+ for (y = 0; y < MAX_HGT; y++) {
+ for (x = 0; x < MAX_WID; x++) {
+ /* Create "solid" perma-wall */
+ place_bold(challanger_ptr, y, x, GB_SOLID_PERM);
+
+ /* Illuminate and memorize the walls */
+ floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
+ }
+ }
+
+ /* Then place some floors */
+ for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++) {
+ for (x = qx + 1; x < qx + SCREEN_WID - 1; x++) {
+ /* Create empty floor */
+ floor_ptr->grid_array[y][x].feat = feat_floor;
+ }
+ }
+
+ build_arena(challanger_ptr, &y, &x);
+ player_place(challanger_ptr, y, x);
+
+ if (!place_monster_aux(
+ challanger_ptr, 0, challanger_ptr->y + 5, challanger_ptr->x, arena_info[challanger_ptr->arena_number].r_idx, (PM_NO_KAGE | PM_NO_PET))) {
+ challanger_ptr->exit_bldg = TRUE;
+ challanger_ptr->arena_number++;
+ msg_print(_("相手は欠場した。あなたの不戦勝だ。", "The enemy is unable appear. You won by default."));
+ }
}
-
/*!
* @brief モンスター闘技場のフロア生成 / Builds the arena after it is entered -KMW-
* @param player_ptr プレーヤーへの参照ポインタ
*/
static void build_battle(player_type *player_ptr, POSITION *y, POSITION *x)
{
- POSITION yval, y_height, y_depth, xval, x_left, x_right;
- register int i, j;
-
- yval = SCREEN_HGT / 2;
- xval = SCREEN_WID / 2;
- y_height = yval - 10;
- y_depth = yval + 10;
- x_left = xval - 32;
- x_right = xval + 32;
-
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- for (i = y_height; i <= y_height + 5; i++)
- for (j = x_left; j <= x_right; j++)
- {
- place_bold(player_ptr, i, j, GB_EXTRA_PERM);
- floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
- }
- for (i = y_depth; i >= y_depth - 3; i--)
- for (j = x_left; j <= x_right; j++)
- {
- place_bold(player_ptr, i, j, GB_EXTRA_PERM);
- floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
- }
- for (j = x_left; j <= x_left + 17; j++)
- for (i = y_height; i <= y_depth; i++)
- {
- place_bold(player_ptr, i, j, GB_EXTRA_PERM);
- floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
- }
- for (j = x_right; j >= x_right - 17; j--)
- for (i = y_height; i <= y_depth; i++)
- {
- place_bold(player_ptr, i, j, GB_EXTRA_PERM);
- floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
- }
-
- place_bold(player_ptr, y_height+6, x_left+18, GB_EXTRA_PERM);
- floor_ptr->grid_array[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
- place_bold(player_ptr, y_depth-4, x_left+18, GB_EXTRA_PERM);
- floor_ptr->grid_array[y_depth-4][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
- place_bold(player_ptr, y_height+6, x_right-18, GB_EXTRA_PERM);
- floor_ptr->grid_array[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
- place_bold(player_ptr, y_depth-4, x_right-18, GB_EXTRA_PERM);
- floor_ptr->grid_array[y_depth-4][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
-
- for (i = y_height + 1; i <= y_height + 5; i++)
- for (j = x_left + 20 + 2 * (y_height + 5 - i); j <= x_right - 20 - 2 * (y_height + 5 - i); j++)
- {
- floor_ptr->grid_array[i][j].feat = feat_permanent_glass_wall;
- }
-
- i = y_height + 1;
- j = xval;
- floor_ptr->grid_array[i][j].feat = f_tag_to_index("BUILDING_3");
- floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
-
- *y = i;
- *x = j;
+ POSITION yval, y_height, y_depth, xval, x_left, x_right;
+ register int i, j;
+
+ yval = SCREEN_HGT / 2;
+ xval = SCREEN_WID / 2;
+ y_height = yval - 10;
+ y_depth = yval + 10;
+ x_left = xval - 32;
+ x_right = xval + 32;
+
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ for (i = y_height; i <= y_height + 5; i++)
+ for (j = x_left; j <= x_right; j++) {
+ place_bold(player_ptr, i, j, GB_EXTRA_PERM);
+ floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
+ }
+ for (i = y_depth; i >= y_depth - 3; i--)
+ for (j = x_left; j <= x_right; j++) {
+ place_bold(player_ptr, i, j, GB_EXTRA_PERM);
+ floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
+ }
+ for (j = x_left; j <= x_left + 17; j++)
+ for (i = y_height; i <= y_depth; i++) {
+ place_bold(player_ptr, i, j, GB_EXTRA_PERM);
+ floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
+ }
+ for (j = x_right; j >= x_right - 17; j--)
+ for (i = y_height; i <= y_depth; i++) {
+ place_bold(player_ptr, i, j, GB_EXTRA_PERM);
+ floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
+ }
+
+ place_bold(player_ptr, y_height + 6, x_left + 18, GB_EXTRA_PERM);
+ floor_ptr->grid_array[y_height + 6][x_left + 18].info |= (CAVE_GLOW | CAVE_MARK);
+ place_bold(player_ptr, y_depth - 4, x_left + 18, GB_EXTRA_PERM);
+ floor_ptr->grid_array[y_depth - 4][x_left + 18].info |= (CAVE_GLOW | CAVE_MARK);
+ place_bold(player_ptr, y_height + 6, x_right - 18, GB_EXTRA_PERM);
+ floor_ptr->grid_array[y_height + 6][x_right - 18].info |= (CAVE_GLOW | CAVE_MARK);
+ place_bold(player_ptr, y_depth - 4, x_right - 18, GB_EXTRA_PERM);
+ floor_ptr->grid_array[y_depth - 4][x_right - 18].info |= (CAVE_GLOW | CAVE_MARK);
+
+ for (i = y_height + 1; i <= y_height + 5; i++)
+ for (j = x_left + 20 + 2 * (y_height + 5 - i); j <= x_right - 20 - 2 * (y_height + 5 - i); j++) {
+ floor_ptr->grid_array[i][j].feat = feat_permanent_glass_wall;
+ }
+
+ i = y_height + 1;
+ j = xval;
+ floor_ptr->grid_array[i][j].feat = f_tag_to_index("BUILDING_3");
+ floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
+
+ *y = i;
+ *x = j;
}
/*!
*/
static void generate_gambling_arena(player_type *creature_ptr)
{
- POSITION y, x;
- MONSTER_IDX i;
- POSITION qy = 0;
- POSITION qx = 0;
-
- /* Start with solid walls */
- floor_type *floor_ptr = creature_ptr->current_floor_ptr;
- for (y = 0; y < MAX_HGT; y++)
- {
- for (x = 0; x < MAX_WID; x++)
- {
- /* Create "solid" perma-wall */
- place_bold(creature_ptr, y, x, GB_SOLID_PERM);
-
- /* Illuminate and memorize the walls */
- floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
- }
- }
-
- /* Then place some floors */
- for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
- {
- for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
- {
- /* Create empty floor */
- floor_ptr->grid_array[y][x].feat = feat_floor;
- }
- }
-
- build_battle(creature_ptr, &y, &x);
-
- player_place(creature_ptr, y, x);
-
- for(i = 0; i < 4; i++)
- {
- place_monster_aux(creature_ptr, 0, creature_ptr->y + 8 + (i/2)*4, creature_ptr->x - 2 + (i%2)*4, battle_mon[i], (PM_NO_KAGE | PM_NO_PET));
- set_friendly(&floor_ptr->m_list[floor_ptr->grid_array[creature_ptr->y+8+(i/2)*4][creature_ptr->x-2+(i%2)*4].m_idx]);
- }
- for(i = 1; i < floor_ptr->m_max; i++)
- {
- monster_type *m_ptr = &floor_ptr->m_list[i];
-
- if (!monster_is_valid(m_ptr)) continue;
-
- m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
- update_monster(creature_ptr, i, FALSE);
- }
+ POSITION y, x;
+ MONSTER_IDX i;
+ POSITION qy = 0;
+ POSITION qx = 0;
+
+ /* Start with solid walls */
+ floor_type *floor_ptr = creature_ptr->current_floor_ptr;
+ for (y = 0; y < MAX_HGT; y++) {
+ for (x = 0; x < MAX_WID; x++) {
+ /* Create "solid" perma-wall */
+ place_bold(creature_ptr, y, x, GB_SOLID_PERM);
+
+ /* Illuminate and memorize the walls */
+ floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
+ }
+ }
+
+ /* Then place some floors */
+ for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++) {
+ for (x = qx + 1; x < qx + SCREEN_WID - 1; x++) {
+ /* Create empty floor */
+ floor_ptr->grid_array[y][x].feat = feat_floor;
+ }
+ }
+
+ build_battle(creature_ptr, &y, &x);
+
+ player_place(creature_ptr, y, x);
+
+ for (i = 0; i < 4; i++) {
+ place_monster_aux(creature_ptr, 0, creature_ptr->y + 8 + (i / 2) * 4, creature_ptr->x - 2 + (i % 2) * 4, battle_mon[i], (PM_NO_KAGE | PM_NO_PET));
+ set_friendly(&floor_ptr->m_list[floor_ptr->grid_array[creature_ptr->y + 8 + (i / 2) * 4][creature_ptr->x - 2 + (i % 2) * 4].m_idx]);
+ }
+ for (i = 1; i < floor_ptr->m_max; i++) {
+ monster_type *m_ptr = &floor_ptr->m_list[i];
+
+ if (!monster_is_valid(m_ptr))
+ continue;
+
+ m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
+ update_monster(creature_ptr, i, FALSE);
+ }
}
/*!
*/
static void generate_fixed_floor(player_type *player_ptr)
{
- POSITION x, y;
-
- /* Start with perm walls */
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- for (y = 0; y < floor_ptr->height; y++)
- {
- for (x = 0; x < floor_ptr->width; x++)
- {
- place_bold(player_ptr, y, x, GB_SOLID_PERM);
- }
- }
-
- /* Set the quest level */
- floor_ptr->base_level = quest[floor_ptr->inside_quest].level;
- floor_ptr->dun_level = floor_ptr->base_level;
- floor_ptr->object_level = floor_ptr->base_level;
- floor_ptr->monster_level = floor_ptr->base_level;
-
- if (record_stair) exe_write_diary(player_ptr, DIARY_TO_QUEST, floor_ptr->inside_quest, NULL);
- get_mon_num_prep(player_ptr, get_monster_hook(player_ptr), NULL);
-
- init_flags = INIT_CREATE_DUNGEON;
-
- parse_fixed_map(player_ptr, "q_info.txt", 0, 0, MAX_HGT, MAX_WID);
+ POSITION x, y;
+
+ /* Start with perm walls */
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ for (y = 0; y < floor_ptr->height; y++) {
+ for (x = 0; x < floor_ptr->width; x++) {
+ place_bold(player_ptr, y, x, GB_SOLID_PERM);
+ }
+ }
+
+ /* Set the quest level */
+ floor_ptr->base_level = quest[floor_ptr->inside_quest].level;
+ floor_ptr->dun_level = floor_ptr->base_level;
+ floor_ptr->object_level = floor_ptr->base_level;
+ floor_ptr->monster_level = floor_ptr->base_level;
+
+ if (record_stair)
+ exe_write_diary(player_ptr, DIARY_TO_QUEST, floor_ptr->inside_quest, NULL);
+ get_mon_num_prep(player_ptr, get_monster_hook(player_ptr), NULL);
+
+ init_flags = INIT_CREATE_DUNGEON;
+
+ parse_fixed_map(player_ptr, "q_info.txt", 0, 0, MAX_HGT, MAX_WID);
}
/*!
*/
static bool level_gen(player_type *player_ptr, concptr *why)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- DUNGEON_IDX d_idx = floor_ptr->dungeon_idx;
-
- if ((always_small_levels || ironman_small_levels ||
- (one_in_(SMALL_LEVEL) && small_levels) ||
- (d_info[d_idx].flags1 & DF1_BEGINNER) ||
- (d_info[d_idx].flags1 & DF1_SMALLEST)) &&
- !(d_info[d_idx].flags1 & DF1_BIG))
- {
- int level_height, level_width;
- if (d_info[d_idx].flags1 & DF1_SMALLEST)
- {
- level_height = 1;
- level_width = 1;
- }
- else if (d_info[d_idx].flags1 & DF1_BEGINNER)
- {
- level_height = 2;
- level_width = 2;
- }
- else
- {
- level_height = randint1(MAX_HGT / SCREEN_HGT);
- level_width = randint1(MAX_WID / SCREEN_WID);
- bool is_first_level_area = TRUE;
- bool is_max_area = (level_height == MAX_HGT / SCREEN_HGT) && (level_width == MAX_WID / SCREEN_WID);
- while (is_first_level_area || is_max_area)
- {
- level_height = randint1(MAX_HGT / SCREEN_HGT);
- level_width = randint1(MAX_WID / SCREEN_WID);
- is_first_level_area = FALSE;
- is_max_area = (level_height == MAX_HGT / SCREEN_HGT) && (level_width == MAX_WID / SCREEN_WID);
- }
- }
-
- floor_ptr->height = level_height * SCREEN_HGT;
- floor_ptr->width = level_width * SCREEN_WID;
-
- /* Assume illegal panel */
- panel_row_min = floor_ptr->height;
- panel_col_min = floor_ptr->width;
-
- msg_format_wizard(player_ptr, CHEAT_DUNGEON,
- _("小さなフロア: X:%d, Y:%d", "A 'small' dungeon level: X:%d, Y:%d."),
- floor_ptr->width, floor_ptr->height);
- }
- else
- {
- /* Big dungeon */
- floor_ptr->height = MAX_HGT;
- floor_ptr->width = MAX_WID;
-
- /* Assume illegal panel */
- panel_row_min = floor_ptr->height;
- panel_col_min = floor_ptr->width;
- }
-
- if (!cave_gen(player_ptr, why))
- {
- return FALSE;
- }
-
- else return TRUE;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ DUNGEON_IDX d_idx = floor_ptr->dungeon_idx;
+
+ if ((always_small_levels || ironman_small_levels || (one_in_(SMALL_LEVEL) && small_levels) || (d_info[d_idx].flags1 & DF1_BEGINNER)
+ || (d_info[d_idx].flags1 & DF1_SMALLEST))
+ && !(d_info[d_idx].flags1 & DF1_BIG)) {
+ int level_height, level_width;
+ if (d_info[d_idx].flags1 & DF1_SMALLEST) {
+ level_height = 1;
+ level_width = 1;
+ } else if (d_info[d_idx].flags1 & DF1_BEGINNER) {
+ level_height = 2;
+ level_width = 2;
+ } else {
+ level_height = randint1(MAX_HGT / SCREEN_HGT);
+ level_width = randint1(MAX_WID / SCREEN_WID);
+ bool is_first_level_area = TRUE;
+ bool is_max_area = (level_height == MAX_HGT / SCREEN_HGT) && (level_width == MAX_WID / SCREEN_WID);
+ while (is_first_level_area || is_max_area) {
+ level_height = randint1(MAX_HGT / SCREEN_HGT);
+ level_width = randint1(MAX_WID / SCREEN_WID);
+ is_first_level_area = FALSE;
+ is_max_area = (level_height == MAX_HGT / SCREEN_HGT) && (level_width == MAX_WID / SCREEN_WID);
+ }
+ }
+
+ floor_ptr->height = level_height * SCREEN_HGT;
+ floor_ptr->width = level_width * SCREEN_WID;
+
+ /* Assume illegal panel */
+ panel_row_min = floor_ptr->height;
+ panel_col_min = floor_ptr->width;
+
+ msg_format_wizard(
+ player_ptr, CHEAT_DUNGEON, _("小さなフロア: X:%d, Y:%d", "A 'small' dungeon level: X:%d, Y:%d."), floor_ptr->width, floor_ptr->height);
+ } else {
+ /* Big dungeon */
+ floor_ptr->height = MAX_HGT;
+ floor_ptr->width = MAX_WID;
+
+ /* Assume illegal panel */
+ panel_row_min = floor_ptr->height;
+ panel_col_min = floor_ptr->width;
+ }
+
+ if (!cave_gen(player_ptr, why)) {
+ return FALSE;
+ }
+
+ else
+ return TRUE;
}
/*!
*/
void wipe_generate_random_floor_flags(floor_type *floor_ptr)
{
- POSITION x, y;
-
- for (y = 0; y < floor_ptr->height; y++)
- {
- for (x = 0; x < floor_ptr->width; x++)
- {
- /* Wipe unused flags */
- floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
- }
- }
-
- if (floor_ptr->dun_level)
- {
- for (y = 1; y < floor_ptr->height - 1; y++)
- {
- for (x = 1; x < floor_ptr->width - 1; x++)
- {
- /* There might be trap */
- floor_ptr->grid_array[y][x].info |= CAVE_UNSAFE;
- }
- }
- }
+ POSITION x, y;
+
+ for (y = 0; y < floor_ptr->height; y++) {
+ for (x = 0; x < floor_ptr->width; x++) {
+ /* Wipe unused flags */
+ floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
+ }
+ }
+
+ if (floor_ptr->dun_level) {
+ for (y = 1; y < floor_ptr->height - 1; y++) {
+ for (x = 1; x < floor_ptr->width - 1; x++) {
+ /* There might be trap */
+ floor_ptr->grid_array[y][x].info |= CAVE_UNSAFE;
+ }
+ }
+ }
}
/*!
*/
void clear_cave(player_type *player_ptr)
{
- POSITION x, y;
- int i;
-
- /* Very simplified version of wipe_o_list() */
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- (void)C_WIPE(floor_ptr->o_list, floor_ptr->o_max, object_type);
- floor_ptr->o_max = 1;
- floor_ptr->o_cnt = 0;
-
- /* Very simplified version of wipe_m_list() */
- for (i = 1; i < max_r_idx; i++)
- r_info[i].cur_num = 0;
- (void)C_WIPE(floor_ptr->m_list, floor_ptr->m_max, monster_type);
- floor_ptr->m_max = 1;
- floor_ptr->m_cnt = 0;
- for (i = 0; i < MAX_MTIMED; i++) floor_ptr->mproc_max[i] = 0;
-
- /* Pre-calc cur_num of pets in party_mon[] */
- precalc_cur_num_of_pet(player_ptr);
-
-
- /* Start with a blank floor_ptr->grid_array */
- for (y = 0; y < MAX_HGT; y++)
- {
- for (x = 0; x < MAX_WID; x++)
- {
- grid_type *g_ptr = &floor_ptr->grid_array[y][x];
- g_ptr->info = 0;
- g_ptr->feat = 0;
- g_ptr->o_idx = 0;
- g_ptr->m_idx = 0;
- g_ptr->special = 0;
- g_ptr->mimic = 0;
- g_ptr->cost = 0;
- g_ptr->dist = 0;
- g_ptr->when = 0;
- }
- }
-
- /* Set the base level */
- floor_ptr->base_level = floor_ptr->dun_level;
-
- /* Reset the monster generation level */
- floor_ptr->monster_level = floor_ptr->base_level;
-
- /* Reset the object generation level */
- floor_ptr->object_level = floor_ptr->base_level;
+ POSITION x, y;
+ int i;
+
+ /* Very simplified version of wipe_o_list() */
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ (void)C_WIPE(floor_ptr->o_list, floor_ptr->o_max, object_type);
+ floor_ptr->o_max = 1;
+ floor_ptr->o_cnt = 0;
+
+ /* Very simplified version of wipe_m_list() */
+ for (i = 1; i < max_r_idx; i++)
+ r_info[i].cur_num = 0;
+ (void)C_WIPE(floor_ptr->m_list, floor_ptr->m_max, monster_type);
+ floor_ptr->m_max = 1;
+ floor_ptr->m_cnt = 0;
+ for (i = 0; i < MAX_MTIMED; i++)
+ floor_ptr->mproc_max[i] = 0;
+
+ /* Pre-calc cur_num of pets in party_mon[] */
+ precalc_cur_num_of_pet(player_ptr);
+
+ /* Start with a blank floor_ptr->grid_array */
+ for (y = 0; y < MAX_HGT; y++) {
+ for (x = 0; x < MAX_WID; x++) {
+ grid_type *g_ptr = &floor_ptr->grid_array[y][x];
+ g_ptr->info = 0;
+ g_ptr->feat = 0;
+ g_ptr->o_idx = 0;
+ g_ptr->m_idx = 0;
+ g_ptr->special = 0;
+ g_ptr->mimic = 0;
+ g_ptr->cost = 0;
+ g_ptr->dist = 0;
+ g_ptr->when = 0;
+ }
+ }
+
+ /* Set the base level */
+ floor_ptr->base_level = floor_ptr->dun_level;
+
+ /* Reset the monster generation level */
+ floor_ptr->monster_level = floor_ptr->base_level;
+
+ /* Reset the object generation level */
+ floor_ptr->object_level = floor_ptr->base_level;
}
-
/*!
* ダンジョンのランダムフロアを生成する / Generates a random dungeon level -RAK-
* @parama player_ptr プレーヤーへの参照ポインタ
*/
void generate_floor(player_type *player_ptr)
{
- int num;
- /* Fill the arrays of floors and walls in the good proportions */
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- floor_ptr->dungeon_idx = player_ptr->dungeon_idx;
- set_floor_and_wall(floor_ptr->dungeon_idx);
-
- /* Generate */
- for (num = 0; TRUE; num++)
- {
- bool okay = TRUE;
- concptr why = NULL;
-
- clear_cave(player_ptr);
-
- /* Mega-Hack -- no player yet */
- player_ptr->x = player_ptr->y = 0;
-
- if (floor_ptr->inside_arena)
- {
- generate_challenge_arena(player_ptr);
- }
-
- else if (player_ptr->phase_out)
- {
- generate_gambling_arena(player_ptr);
- }
-
- else if (floor_ptr->inside_quest)
- {
- generate_fixed_floor(player_ptr);
- }
-
- /* Build the town */
- else if (!floor_ptr->dun_level)
- {
- /* Make the wilderness */
- if (player_ptr->wild_mode) wilderness_gen_small(player_ptr);
- else wilderness_gen(player_ptr);
- }
-
- /* Build a real level */
- else
- {
- okay = level_gen(player_ptr, &why);
- }
-
-
- /* Prevent object over-flow */
- if (floor_ptr->o_max >= current_world_ptr->max_o_idx)
- {
- why = _("アイテムが多すぎる", "too many objects");
- okay = FALSE;
- }
- /* Prevent monster over-flow */
- else if (floor_ptr->m_max >= current_world_ptr->max_m_idx)
- {
- why = _("モンスターが多すぎる", "too many monsters");
- okay = FALSE;
- }
-
- /* Accept */
- if (okay) break;
-
- if (why) msg_format(_("生成やり直し(%s)", "Generation restarted (%s)"), why);
-
- wipe_o_list(floor_ptr);
- wipe_monsters_list(player_ptr);
- }
-
- /* Glow deep lava and building entrances tempor */
- glow_deep_lava_and_bldg(player_ptr);
-
- /* Reset flag */
- player_ptr->enter_dungeon = FALSE;
-
- wipe_generate_random_floor_flags(floor_ptr);
+ int num;
+ /* Fill the arrays of floors and walls in the good proportions */
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ floor_ptr->dungeon_idx = player_ptr->dungeon_idx;
+ set_floor_and_wall(floor_ptr->dungeon_idx);
+
+ /* Generate */
+ for (num = 0; TRUE; num++) {
+ bool okay = TRUE;
+ concptr why = NULL;
+
+ clear_cave(player_ptr);
+
+ /* Mega-Hack -- no player yet */
+ player_ptr->x = player_ptr->y = 0;
+
+ if (floor_ptr->inside_arena) {
+ generate_challenge_arena(player_ptr);
+ }
+
+ else if (player_ptr->phase_out) {
+ generate_gambling_arena(player_ptr);
+ }
+
+ else if (floor_ptr->inside_quest) {
+ generate_fixed_floor(player_ptr);
+ }
+
+ /* Build the town */
+ else if (!floor_ptr->dun_level) {
+ /* Make the wilderness */
+ if (player_ptr->wild_mode)
+ wilderness_gen_small(player_ptr);
+ else
+ wilderness_gen(player_ptr);
+ }
+
+ /* Build a real level */
+ else {
+ okay = level_gen(player_ptr, &why);
+ }
+
+ /* Prevent object over-flow */
+ if (floor_ptr->o_max >= current_world_ptr->max_o_idx) {
+ why = _("アイテムが多すぎる", "too many objects");
+ okay = FALSE;
+ }
+ /* Prevent monster over-flow */
+ else if (floor_ptr->m_max >= current_world_ptr->max_m_idx) {
+ why = _("モンスターが多すぎる", "too many monsters");
+ okay = FALSE;
+ }
+
+ /* Accept */
+ if (okay)
+ break;
+
+ if (why)
+ msg_format(_("生成やり直し(%s)", "Generation restarted (%s)"), why);
+
+ wipe_o_list(floor_ptr);
+ wipe_monsters_list(player_ptr);
+ }
+
+ /* Glow deep lava and building entrances tempor */
+ glow_deep_lava_and_bldg(player_ptr);
+
+ /* Reset flag */
+ player_ptr->enter_dungeon = FALSE;
+
+ wipe_generate_random_floor_flags(floor_ptr);
}
/*!
*/
static void rand_dir(POSITION *rdir, POSITION *cdir)
{
- /* Pick a random direction */
- int i = randint0(4);
+ /* Pick a random direction */
+ int i = randint0(4);
- /* Extract the dy/dx components */
- *rdir = ddy_ddd[i];
- *cdir = ddx_ddd[i];
+ /* Extract the dy/dx components */
+ *rdir = ddy_ddd[i];
+ *cdir = ddx_ddd[i];
}
/*!
*/
static void correct_dir(POSITION *rdir, POSITION *cdir, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
{
- /* Extract vertical and horizontal directions */
- *rdir = (y1 == y2) ? 0 : (y1 < y2) ? 1 : -1;
- *cdir = (x1 == x2) ? 0 : (x1 < x2) ? 1 : -1;
-
- /* Never move diagonally */
- if (*rdir && *cdir)
- {
- if (randint0(100) < 50)
- *rdir = 0;
- else
- *cdir = 0;
- }
+ /* Extract vertical and horizontal directions */
+ *rdir = (y1 == y2) ? 0 : (y1 < y2) ? 1 : -1;
+ *cdir = (x1 == x2) ? 0 : (x1 < x2) ? 1 : -1;
+
+ /* Never move diagonally */
+ if (*rdir && *cdir) {
+ if (randint0(100) < 50)
+ *rdir = 0;
+ else
+ *cdir = 0;
+ }
}
/*!
-* @brief 部屋間のトンネルを生成する / Constructs a tunnel between two points
-* @param player_ptr プレーヤーへの参照ポインタ
-* @param row1 始点Y座標
-* @param col1 始点X座標
-* @param row2 終点Y座標
-* @param col2 終点X座標
-* @return 生成に成功したらTRUEを返す
-* @details
-* This function must be called BEFORE any streamers are created,\n
-* since we use the special "granite wall" sub-types to keep track\n
-* of legal places for corridors to pierce rooms.\n
-*\n
-* We use "door_flag" to prevent excessive construction of doors\n
-* along overlapping corridors.\n
-*\n
-* We queue the tunnel grids to prevent door creation along a corridor\n
-* which intersects itself.\n
-*\n
-* We queue the wall piercing grids to prevent a corridor from leaving\n
-* a room and then coming back in through the same entrance.\n
-*\n
-* We "pierce" grids which are "outer" walls of rooms, and when we\n
-* do so, we change all adjacent "outer" walls of rooms into "solid"\n
-* walls so that no two corridors may use adjacent grids for exits.\n
-*\n
-* The "solid" wall check prevents corridors from "chopping" the\n
-* corners of rooms off, as well as "silly" door placement, and\n
-* "excessively wide" room entrances.\n
-*\n
-* Kind of walls:\n
-* extra -- walls\n
-* inner -- inner room walls\n
-* outer -- outer room walls\n
-* solid -- solid room walls\n
-*/
+ * @brief 部屋間のトンネルを生成する / Constructs a tunnel between two points
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @param row1 始点Y座標
+ * @param col1 始点X座標
+ * @param row2 終点Y座標
+ * @param col2 終点X座標
+ * @return 生成に成功したらTRUEを返す
+ * @details
+ * This function must be called BEFORE any streamers are created,\n
+ * since we use the special "granite wall" sub-types to keep track\n
+ * of legal places for corridors to pierce rooms.\n
+ *\n
+ * We use "door_flag" to prevent excessive construction of doors\n
+ * along overlapping corridors.\n
+ *\n
+ * We queue the tunnel grids to prevent door creation along a corridor\n
+ * which intersects itself.\n
+ *\n
+ * We queue the wall piercing grids to prevent a corridor from leaving\n
+ * a room and then coming back in through the same entrance.\n
+ *\n
+ * We "pierce" grids which are "outer" walls of rooms, and when we\n
+ * do so, we change all adjacent "outer" walls of rooms into "solid"\n
+ * walls so that no two corridors may use adjacent grids for exits.\n
+ *\n
+ * The "solid" wall check prevents corridors from "chopping" the\n
+ * corners of rooms off, as well as "silly" door placement, and\n
+ * "excessively wide" room entrances.\n
+ *\n
+ * Kind of walls:\n
+ * extra -- walls\n
+ * inner -- inner room walls\n
+ * outer -- outer room walls\n
+ * solid -- solid room walls\n
+ */
bool build_tunnel(player_type *player_ptr, POSITION row1, POSITION col1, POSITION row2, POSITION col2)
{
- POSITION y, x;
- POSITION tmp_row, tmp_col;
- POSITION row_dir, col_dir;
- POSITION start_row, start_col;
- int main_loop_count = 0;
-
- bool door_flag = FALSE;
-
- grid_type *g_ptr;
-
- /* Save the starting location */
- start_row = row1;
- start_col = col1;
-
- /* Start out in the correct direction */
- correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
-
- /* Keep going until done (or bored) */
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- while ((row1 != row2) || (col1 != col2))
- {
- /* Mega-Hack -- Paranoia -- prevent infinite loops */
- if (main_loop_count++ > 2000) return FALSE;
-
- /* Allow bends in the tunnel */
- if (randint0(100) < dun_tun_chg)
- {
- /* Acquire the correct direction */
- correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
-
- /* Random direction */
- if (randint0(100) < dun_tun_rnd)
- {
- rand_dir(&row_dir, &col_dir);
- }
- }
-
- /* Get the next location */
- tmp_row = row1 + row_dir;
- tmp_col = col1 + col_dir;
-
-
- /* Extremely Important -- do not leave the dungeon */
- while (!in_bounds(floor_ptr, tmp_row, tmp_col))
- {
- /* Acquire the correct direction */
- correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
-
- /* Random direction */
- if (randint0(100) < dun_tun_rnd)
- {
- rand_dir(&row_dir, &col_dir);
- }
-
- /* Get the next location */
- tmp_row = row1 + row_dir;
- tmp_col = col1 + col_dir;
- }
-
- g_ptr = &floor_ptr->grid_array[tmp_row][tmp_col];
-
- /* Avoid "solid" walls */
- if (is_solid_grid(g_ptr)) continue;
-
- /* Pierce "outer" walls of rooms */
- if (is_outer_grid(g_ptr))
- {
- /* Acquire the "next" location */
- y = tmp_row + row_dir;
- x = tmp_col + col_dir;
-
- /* Hack -- Avoid outer/solid walls */
- if (is_outer_bold(floor_ptr, y, x)) continue;
- if (is_solid_bold(floor_ptr, y, x)) continue;
-
- /* Accept this location */
- row1 = tmp_row;
- col1 = tmp_col;
-
- /* Save the wall location */
- if (dun->wall_n < WALL_MAX)
- {
- dun->wall[dun->wall_n].y = row1;
- dun->wall[dun->wall_n].x = col1;
- dun->wall_n++;
- }
- else return FALSE;
-
- /* Forbid re-entry near this piercing */
- for (y = row1 - 1; y <= row1 + 1; y++)
- {
- for (x = col1 - 1; x <= col1 + 1; x++)
- {
- /* Convert adjacent "outer" walls as "solid" walls */
- if (is_outer_bold(floor_ptr, y, x))
- {
- /* Change the wall to a "solid" wall */
- place_bold(player_ptr, y, x, GB_SOLID_NOPERM);
- }
- }
- }
- }
-
- /* Travel quickly through rooms */
- else if (g_ptr->info & (CAVE_ROOM))
- {
- /* Accept the location */
- row1 = tmp_row;
- col1 = tmp_col;
- }
-
- /* Tunnel through all other walls */
- else if (is_extra_grid(g_ptr) || is_inner_grid(g_ptr) || is_solid_grid(g_ptr))
- {
- /* Accept this location */
- row1 = tmp_row;
- col1 = tmp_col;
-
- /* Save the tunnel location */
- if (dun->tunn_n < TUNN_MAX)
- {
- dun->tunn[dun->tunn_n].y = row1;
- dun->tunn[dun->tunn_n].x = col1;
- dun->tunn_n++;
- }
- else return FALSE;
-
- /* Allow door in next grid */
- door_flag = FALSE;
- }
-
- /* Handle corridor intersections or overlaps */
- else
- {
- /* Accept the location */
- row1 = tmp_row;
- col1 = tmp_col;
-
- /* Collect legal door locations */
- if (!door_flag)
- {
- /* Save the door location */
- if (dun->door_n < DOOR_MAX)
- {
- dun->door[dun->door_n].y = row1;
- dun->door[dun->door_n].x = col1;
- dun->door_n++;
- }
- else return FALSE;
-
- /* No door in next grid */
- door_flag = TRUE;
- }
-
- /* Hack -- allow pre-emptive tunnel termination */
- if (randint0(100) >= dun_tun_con)
- {
- /* Distance between row1 and start_row */
- tmp_row = row1 - start_row;
- if (tmp_row < 0) tmp_row = (-tmp_row);
-
- /* Distance between col1 and start_col */
- tmp_col = col1 - start_col;
- if (tmp_col < 0) tmp_col = (-tmp_col);
-
- /* Terminate the tunnel */
- if ((tmp_row > 10) || (tmp_col > 10)) break;
- }
- }
- }
-
- return TRUE;
+ POSITION y, x;
+ POSITION tmp_row, tmp_col;
+ POSITION row_dir, col_dir;
+ POSITION start_row, start_col;
+ int main_loop_count = 0;
+
+ bool door_flag = FALSE;
+
+ grid_type *g_ptr;
+
+ /* Save the starting location */
+ start_row = row1;
+ start_col = col1;
+
+ /* Start out in the correct direction */
+ correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
+
+ /* Keep going until done (or bored) */
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ while ((row1 != row2) || (col1 != col2)) {
+ /* Mega-Hack -- Paranoia -- prevent infinite loops */
+ if (main_loop_count++ > 2000)
+ return FALSE;
+
+ /* Allow bends in the tunnel */
+ if (randint0(100) < dun_tun_chg) {
+ /* Acquire the correct direction */
+ correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
+
+ /* Random direction */
+ if (randint0(100) < dun_tun_rnd) {
+ rand_dir(&row_dir, &col_dir);
+ }
+ }
+
+ /* Get the next location */
+ tmp_row = row1 + row_dir;
+ tmp_col = col1 + col_dir;
+
+ /* Extremely Important -- do not leave the dungeon */
+ while (!in_bounds(floor_ptr, tmp_row, tmp_col)) {
+ /* Acquire the correct direction */
+ correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
+
+ /* Random direction */
+ if (randint0(100) < dun_tun_rnd) {
+ rand_dir(&row_dir, &col_dir);
+ }
+
+ /* Get the next location */
+ tmp_row = row1 + row_dir;
+ tmp_col = col1 + col_dir;
+ }
+
+ g_ptr = &floor_ptr->grid_array[tmp_row][tmp_col];
+
+ /* Avoid "solid" walls */
+ if (is_solid_grid(g_ptr))
+ continue;
+
+ /* Pierce "outer" walls of rooms */
+ if (is_outer_grid(g_ptr)) {
+ /* Acquire the "next" location */
+ y = tmp_row + row_dir;
+ x = tmp_col + col_dir;
+
+ /* Hack -- Avoid outer/solid walls */
+ if (is_outer_bold(floor_ptr, y, x))
+ continue;
+ if (is_solid_bold(floor_ptr, y, x))
+ continue;
+
+ /* Accept this location */
+ row1 = tmp_row;
+ col1 = tmp_col;
+
+ /* Save the wall location */
+ if (dun->wall_n < WALL_MAX) {
+ dun->wall[dun->wall_n].y = row1;
+ dun->wall[dun->wall_n].x = col1;
+ dun->wall_n++;
+ } else
+ return FALSE;
+
+ /* Forbid re-entry near this piercing */
+ for (y = row1 - 1; y <= row1 + 1; y++) {
+ for (x = col1 - 1; x <= col1 + 1; x++) {
+ /* Convert adjacent "outer" walls as "solid" walls */
+ if (is_outer_bold(floor_ptr, y, x)) {
+ /* Change the wall to a "solid" wall */
+ place_bold(player_ptr, y, x, GB_SOLID_NOPERM);
+ }
+ }
+ }
+ }
+
+ /* Travel quickly through rooms */
+ else if (g_ptr->info & (CAVE_ROOM)) {
+ /* Accept the location */
+ row1 = tmp_row;
+ col1 = tmp_col;
+ }
+
+ /* Tunnel through all other walls */
+ else if (is_extra_grid(g_ptr) || is_inner_grid(g_ptr) || is_solid_grid(g_ptr)) {
+ /* Accept this location */
+ row1 = tmp_row;
+ col1 = tmp_col;
+
+ /* Save the tunnel location */
+ if (dun->tunn_n < TUNN_MAX) {
+ dun->tunn[dun->tunn_n].y = row1;
+ dun->tunn[dun->tunn_n].x = col1;
+ dun->tunn_n++;
+ } else
+ return FALSE;
+
+ /* Allow door in next grid */
+ door_flag = FALSE;
+ }
+
+ /* Handle corridor intersections or overlaps */
+ else {
+ /* Accept the location */
+ row1 = tmp_row;
+ col1 = tmp_col;
+
+ /* Collect legal door locations */
+ if (!door_flag) {
+ /* Save the door location */
+ if (dun->door_n < DOOR_MAX) {
+ dun->door[dun->door_n].y = row1;
+ dun->door[dun->door_n].x = col1;
+ dun->door_n++;
+ } else
+ return FALSE;
+
+ /* No door in next grid */
+ door_flag = TRUE;
+ }
+
+ /* Hack -- allow pre-emptive tunnel termination */
+ if (randint0(100) >= dun_tun_con) {
+ /* Distance between row1 and start_row */
+ tmp_row = row1 - start_row;
+ if (tmp_row < 0)
+ tmp_row = (-tmp_row);
+
+ /* Distance between col1 and start_col */
+ tmp_col = col1 - start_col;
+ if (tmp_col < 0)
+ tmp_col = (-tmp_col);
+
+ /* Terminate the tunnel */
+ if ((tmp_row > 10) || (tmp_col > 10))
+ break;
+ }
+ }
+ }
+
+ return TRUE;
}
-
/*!
-* @brief トンネル生成のための基準点を指定する。
-* @param player_ptr プレーヤーへの参照ポインタ
-* @param x 基準点を指定するX座標の参照ポインタ、適時値が修正される。
-* @param y 基準点を指定するY座標の参照ポインタ、適時値が修正される。
-* @param affectwall (調査中)
-* @return なし
-* @details
-* This routine adds the square to the tunnel\n
-* It also checks for SOLID walls - and returns a nearby\n
-* non-SOLID square in (x,y) so that a simple avoiding\n
-* routine can be used. The returned boolean value reflects\n
-* whether or not this routine hit a SOLID wall.\n
-*\n
-* "affectwall" toggles whether or not this new square affects\n
-* the boundaries of rooms. - This is used by the catacomb\n
-* routine.\n
-* @todo 特に詳細な処理の意味を調査すべし
-*/
+ * @brief トンネル生成のための基準点を指定する。
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @param x 基準点を指定するX座標の参照ポインタ、適時値が修正される。
+ * @param y 基準点を指定するY座標の参照ポインタ、適時値が修正される。
+ * @param affectwall (調査中)
+ * @return なし
+ * @details
+ * This routine adds the square to the tunnel\n
+ * It also checks for SOLID walls - and returns a nearby\n
+ * non-SOLID square in (x,y) so that a simple avoiding\n
+ * routine can be used. The returned boolean value reflects\n
+ * whether or not this routine hit a SOLID wall.\n
+ *\n
+ * "affectwall" toggles whether or not this new square affects\n
+ * the boundaries of rooms. - This is used by the catacomb\n
+ * routine.\n
+ * @todo 特に詳細な処理の意味を調査すべし
+ */
static bool set_tunnel(player_type *player_ptr, POSITION *x, POSITION *y, bool affectwall)
{
- int i, j, dx, dy;
-
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- grid_type *g_ptr = &floor_ptr->grid_array[*y][*x];
-
- if (!in_bounds(floor_ptr, *y, *x)) return TRUE;
-
- if (is_inner_grid(g_ptr))
- {
- return TRUE;
- }
-
- if (is_extra_bold(floor_ptr, *y, *x))
- {
- /* Save the tunnel location */
- if (dun->tunn_n < TUNN_MAX)
- {
- dun->tunn[dun->tunn_n].y = *y;
- dun->tunn[dun->tunn_n].x = *x;
- dun->tunn_n++;
-
- return TRUE;
- }
- else return FALSE;
- }
-
- if (is_floor_bold(floor_ptr, *y, *x))
- {
- /* Don't do anything */
- return TRUE;
- }
-
- if (is_outer_grid(g_ptr) && affectwall)
- {
- /* Save the wall location */
- if (dun->wall_n < WALL_MAX)
- {
- dun->wall[dun->wall_n].y = *y;
- dun->wall[dun->wall_n].x = *x;
- dun->wall_n++;
- }
- else return FALSE;
-
- /* Forbid re-entry near this piercing */
- for (j = *y - 1; j <= *y + 1; j++)
- {
- for (i = *x - 1; i <= *x + 1; i++)
- {
- /* Convert adjacent "outer" walls as "solid" walls */
- if (is_outer_bold(floor_ptr, j, i))
- {
- /* Change the wall to a "solid" wall */
- place_bold(player_ptr, j, i, GB_SOLID_NOPERM);
- }
- }
- }
-
- /* Clear mimic type */
- floor_ptr->grid_array[*y][*x].mimic = 0;
-
- place_bold(player_ptr, *y, *x, GB_FLOOR);
-
- return TRUE;
- }
-
- if (is_solid_grid(g_ptr) && affectwall)
- {
- /* cannot place tunnel here - use a square to the side */
-
- /* find usable square and return value in (x,y) */
-
- i = 50;
-
- dy = 0;
- dx = 0;
- while ((i > 0) && is_solid_bold(floor_ptr, *y + dy, *x + dx))
- {
- dy = randint0(3) - 1;
- dx = randint0(3) - 1;
-
- if (!in_bounds(floor_ptr, *y + dy, *x + dx))
- {
- dx = 0;
- dy = 0;
- }
-
- i--;
- }
-
- if (i == 0)
- {
- /* Failed for some reason: hack - ignore the solidness */
- place_grid(player_ptr, g_ptr, GB_OUTER);
- dx = 0;
- dy = 0;
- }
-
- /* Give new, acceptable coordinate. */
- *x = *x + dx;
- *y = *y + dy;
-
- return FALSE;
- }
-
- return TRUE;
+ int i, j, dx, dy;
+
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ grid_type *g_ptr = &floor_ptr->grid_array[*y][*x];
+
+ if (!in_bounds(floor_ptr, *y, *x))
+ return TRUE;
+
+ if (is_inner_grid(g_ptr)) {
+ return TRUE;
+ }
+
+ if (is_extra_bold(floor_ptr, *y, *x)) {
+ /* Save the tunnel location */
+ if (dun->tunn_n < TUNN_MAX) {
+ dun->tunn[dun->tunn_n].y = *y;
+ dun->tunn[dun->tunn_n].x = *x;
+ dun->tunn_n++;
+
+ return TRUE;
+ } else
+ return FALSE;
+ }
+
+ if (is_floor_bold(floor_ptr, *y, *x)) {
+ /* Don't do anything */
+ return TRUE;
+ }
+
+ if (is_outer_grid(g_ptr) && affectwall) {
+ /* Save the wall location */
+ if (dun->wall_n < WALL_MAX) {
+ dun->wall[dun->wall_n].y = *y;
+ dun->wall[dun->wall_n].x = *x;
+ dun->wall_n++;
+ } else
+ return FALSE;
+
+ /* Forbid re-entry near this piercing */
+ for (j = *y - 1; j <= *y + 1; j++) {
+ for (i = *x - 1; i <= *x + 1; i++) {
+ /* Convert adjacent "outer" walls as "solid" walls */
+ if (is_outer_bold(floor_ptr, j, i)) {
+ /* Change the wall to a "solid" wall */
+ place_bold(player_ptr, j, i, GB_SOLID_NOPERM);
+ }
+ }
+ }
+
+ /* Clear mimic type */
+ floor_ptr->grid_array[*y][*x].mimic = 0;
+
+ place_bold(player_ptr, *y, *x, GB_FLOOR);
+
+ return TRUE;
+ }
+
+ if (is_solid_grid(g_ptr) && affectwall) {
+ /* cannot place tunnel here - use a square to the side */
+
+ /* find usable square and return value in (x,y) */
+
+ i = 50;
+
+ dy = 0;
+ dx = 0;
+ while ((i > 0) && is_solid_bold(floor_ptr, *y + dy, *x + dx)) {
+ dy = randint0(3) - 1;
+ dx = randint0(3) - 1;
+
+ if (!in_bounds(floor_ptr, *y + dy, *x + dx)) {
+ dx = 0;
+ dy = 0;
+ }
+
+ i--;
+ }
+
+ if (i == 0) {
+ /* Failed for some reason: hack - ignore the solidness */
+ place_grid(player_ptr, g_ptr, GB_OUTER);
+ dx = 0;
+ dy = 0;
+ }
+
+ /* Give new, acceptable coordinate. */
+ *x = *x + dx;
+ *y = *y + dy;
+
+ return FALSE;
+ }
+
+ return TRUE;
}
-
/*!
-* @brief 外壁を削って「カタコンベ状」の通路を作成する / This routine creates the catacomb-like tunnels by removing extra rock.
-* @param player_ptr プレーヤーへの参照ポインタ
-* @param x 基準点のX座標
-* @param y 基準点のY座標
-* @return なし
-* @details
-* Note that this routine is only called on "even" squares - so it gives
-* a natural checkerboard pattern.
-*/
+ * @brief 外壁を削って「カタコンベ状」の通路を作成する / This routine creates the catacomb-like tunnels by removing extra rock.
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @param x 基準点のX座標
+ * @param y 基準点のY座標
+ * @return なし
+ * @details
+ * Note that this routine is only called on "even" squares - so it gives
+ * a natural checkerboard pattern.
+ */
static void create_cata_tunnel(player_type *player_ptr, POSITION x, POSITION y)
{
- POSITION x1, y1;
+ POSITION x1, y1;
- /* Build tunnel */
- x1 = x - 1;
- y1 = y;
- set_tunnel(player_ptr, &x1, &y1, FALSE);
+ /* Build tunnel */
+ x1 = x - 1;
+ y1 = y;
+ set_tunnel(player_ptr, &x1, &y1, FALSE);
- x1 = x + 1;
- y1 = y;
- set_tunnel(player_ptr, &x1, &y1, FALSE);
+ x1 = x + 1;
+ y1 = y;
+ set_tunnel(player_ptr, &x1, &y1, FALSE);
- x1 = x;
- y1 = y - 1;
- set_tunnel(player_ptr, &x1, &y1, FALSE);
+ x1 = x;
+ y1 = y - 1;
+ set_tunnel(player_ptr, &x1, &y1, FALSE);
- x1 = x;
- y1 = y + 1;
- set_tunnel(player_ptr, &x1, &y1, FALSE);
+ x1 = x;
+ y1 = y + 1;
+ set_tunnel(player_ptr, &x1, &y1, FALSE);
}
-
/*!
-* @brief トンネル生成処理(詳細調査中)/ This routine does the bulk of the work in creating the new types of tunnels.
-* @param player_ptr プレーヤーへの参照ポインタ
-* @return なし
-* @todo 詳細用調査
-* @details
-* It is designed to use very simple algorithms to go from (x1,y1) to (x2,y2)\n
-* It doesn't need to add any complexity - straight lines are fine.\n
-* The SOLID walls are avoided by a recursive algorithm which tries random ways\n
-* around the obstical until it works. The number of itterations is counted, and it\n
-* this gets too large the routine exits. This should stop any crashes - but may leave\n
-* small gaps in the tunnel where there are too many SOLID walls.\n
-*\n
-* Type 1 tunnels are extremely simple - straight line from A to B. This is only used\n
-* as a part of the dodge SOLID walls algorithm.\n
-*\n
-* Type 2 tunnels are made of two straight lines at right angles. When this is used with\n
-* short line segments it gives the "cavelike" tunnels seen deeper in the dungeon.\n
-*\n
-* Type 3 tunnels are made of two straight lines like type 2, but with extra rock removed.\n
-* This, when used with longer line segments gives the "catacomb-like" tunnels seen near\n
-* the surface.\n
-*/
+ * @brief トンネル生成処理(詳細調査中)/ This routine does the bulk of the work in creating the new types of tunnels.
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @return なし
+ * @todo 詳細用調査
+ * @details
+ * It is designed to use very simple algorithms to go from (x1,y1) to (x2,y2)\n
+ * It doesn't need to add any complexity - straight lines are fine.\n
+ * The SOLID walls are avoided by a recursive algorithm which tries random ways\n
+ * around the obstical until it works. The number of itterations is counted, and it\n
+ * this gets too large the routine exits. This should stop any crashes - but may leave\n
+ * small gaps in the tunnel where there are too many SOLID walls.\n
+ *\n
+ * Type 1 tunnels are extremely simple - straight line from A to B. This is only used\n
+ * as a part of the dodge SOLID walls algorithm.\n
+ *\n
+ * Type 2 tunnels are made of two straight lines at right angles. When this is used with\n
+ * short line segments it gives the "cavelike" tunnels seen deeper in the dungeon.\n
+ *\n
+ * Type 3 tunnels are made of two straight lines like type 2, but with extra rock removed.\n
+ * This, when used with longer line segments gives the "catacomb-like" tunnels seen near\n
+ * the surface.\n
+ */
static void short_seg_hack(player_type *player_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int count, bool *fail)
{
- int i;
- POSITION x, y;
- int length;
-
- /* Check for early exit */
- if (!(*fail)) return;
-
- length = distance(x1, y1, x2, y2);
-
- count++;
-
- if ((type == 1) && (length != 0))
- {
-
- for (i = 0; i <= length; i++)
- {
- x = x1 + i * (x2 - x1) / length;
- y = y1 + i * (y2 - y1) / length;
- if (!set_tunnel(player_ptr, &x, &y, TRUE))
- {
- if (count > 50)
- {
- /* This isn't working - probably have an infinite loop */
- *fail = FALSE;
- return;
- }
-
- /* solid wall - so try to go around */
- short_seg_hack(player_ptr, x, y, x1 + (i - 1) * (x2 - x1) / length, y1 + (i - 1) * (y2 - y1) / length, 1, count, fail);
- short_seg_hack(player_ptr, x, y, x1 + (i + 1) * (x2 - x1) / length, y1 + (i + 1) * (y2 - y1) / length, 1, count, fail);
- }
- }
- }
- else if ((type == 2) || (type == 3))
- {
- if (x1 < x2)
- {
- for (i = x1; i <= x2; i++)
- {
- x = i;
- y = y1;
- if (!set_tunnel(player_ptr, &x, &y, TRUE))
- {
- /* solid wall - so try to go around */
- short_seg_hack(player_ptr, x, y, i - 1, y1, 1, count, fail);
- short_seg_hack(player_ptr, x, y, i + 1, y1, 1, count, fail);
- }
- if ((type == 3) && ((x + y) % 2))
- {
- create_cata_tunnel(player_ptr, i, y1);
- }
- }
- }
- else
- {
- for (i = x2; i <= x1; i++)
- {
- x = i;
- y = y1;
- if (!set_tunnel(player_ptr, &x, &y, TRUE))
- {
- /* solid wall - so try to go around */
- short_seg_hack(player_ptr, x, y, i - 1, y1, 1, count, fail);
- short_seg_hack(player_ptr, x, y, i + 1, y1, 1, count, fail);
- }
- if ((type == 3) && ((x + y) % 2))
- {
- create_cata_tunnel(player_ptr, i, y1);
- }
- }
-
- }
- if (y1 < y2)
- {
- for (i = y1; i <= y2; i++)
- {
- x = x2;
- y = i;
- if (!set_tunnel(player_ptr, &x, &y, TRUE))
- {
- /* solid wall - so try to go around */
- short_seg_hack(player_ptr, x, y, x2, i - 1, 1, count, fail);
- short_seg_hack(player_ptr, x, y, x2, i + 1, 1, count, fail);
- }
- if ((type == 3) && ((x + y) % 2))
- {
- create_cata_tunnel(player_ptr, x2, i);
- }
- }
- }
- else
- {
- for (i = y2; i <= y1; i++)
- {
- x = x2;
- y = i;
- if (!set_tunnel(player_ptr, &x, &y, TRUE))
- {
- /* solid wall - so try to go around */
- short_seg_hack(player_ptr, x, y, x2, i - 1, 1, count, fail);
- short_seg_hack(player_ptr, x, y, x2, i + 1, 1, count, fail);
- }
- if ((type == 3) && ((x + y) % 2))
- {
- create_cata_tunnel(player_ptr, x2, i);
- }
- }
- }
- }
+ int i;
+ POSITION x, y;
+ int length;
+
+ /* Check for early exit */
+ if (!(*fail))
+ return;
+
+ length = distance(x1, y1, x2, y2);
+
+ count++;
+
+ if ((type == 1) && (length != 0)) {
+
+ for (i = 0; i <= length; i++) {
+ x = x1 + i * (x2 - x1) / length;
+ y = y1 + i * (y2 - y1) / length;
+ if (!set_tunnel(player_ptr, &x, &y, TRUE)) {
+ if (count > 50) {
+ /* This isn't working - probably have an infinite loop */
+ *fail = FALSE;
+ return;
+ }
+
+ /* solid wall - so try to go around */
+ short_seg_hack(player_ptr, x, y, x1 + (i - 1) * (x2 - x1) / length, y1 + (i - 1) * (y2 - y1) / length, 1, count, fail);
+ short_seg_hack(player_ptr, x, y, x1 + (i + 1) * (x2 - x1) / length, y1 + (i + 1) * (y2 - y1) / length, 1, count, fail);
+ }
+ }
+ } else if ((type == 2) || (type == 3)) {
+ if (x1 < x2) {
+ for (i = x1; i <= x2; i++) {
+ x = i;
+ y = y1;
+ if (!set_tunnel(player_ptr, &x, &y, TRUE)) {
+ /* solid wall - so try to go around */
+ short_seg_hack(player_ptr, x, y, i - 1, y1, 1, count, fail);
+ short_seg_hack(player_ptr, x, y, i + 1, y1, 1, count, fail);
+ }
+ if ((type == 3) && ((x + y) % 2)) {
+ create_cata_tunnel(player_ptr, i, y1);
+ }
+ }
+ } else {
+ for (i = x2; i <= x1; i++) {
+ x = i;
+ y = y1;
+ if (!set_tunnel(player_ptr, &x, &y, TRUE)) {
+ /* solid wall - so try to go around */
+ short_seg_hack(player_ptr, x, y, i - 1, y1, 1, count, fail);
+ short_seg_hack(player_ptr, x, y, i + 1, y1, 1, count, fail);
+ }
+ if ((type == 3) && ((x + y) % 2)) {
+ create_cata_tunnel(player_ptr, i, y1);
+ }
+ }
+ }
+ if (y1 < y2) {
+ for (i = y1; i <= y2; i++) {
+ x = x2;
+ y = i;
+ if (!set_tunnel(player_ptr, &x, &y, TRUE)) {
+ /* solid wall - so try to go around */
+ short_seg_hack(player_ptr, x, y, x2, i - 1, 1, count, fail);
+ short_seg_hack(player_ptr, x, y, x2, i + 1, 1, count, fail);
+ }
+ if ((type == 3) && ((x + y) % 2)) {
+ create_cata_tunnel(player_ptr, x2, i);
+ }
+ }
+ } else {
+ for (i = y2; i <= y1; i++) {
+ x = x2;
+ y = i;
+ if (!set_tunnel(player_ptr, &x, &y, TRUE)) {
+ /* solid wall - so try to go around */
+ short_seg_hack(player_ptr, x, y, x2, i - 1, 1, count, fail);
+ short_seg_hack(player_ptr, x, y, x2, i + 1, 1, count, fail);
+ }
+ if ((type == 3) && ((x + y) % 2)) {
+ create_cata_tunnel(player_ptr, x2, i);
+ }
+ }
+ }
+ }
}
-
/*!
-* @brief 特定の壁(永久壁など)を避けながら部屋間の通路を作成する / This routine maps a path from (x1, y1) to (x2, y2) avoiding SOLID walls.
-* @return なし
-* @todo 詳細要調査
-* @details
-* Permanent rock is ignored in this path finding- sometimes there is no\n
-* path around anyway -so there will be a crash if we try to find one.\n
-* This routine is much like the river creation routine in Zangband.\n
-* It works by dividing a line segment into two. The segments are divided\n
-* until they are less than "cutoff" - when the corresponding routine from\n
-* "short_seg_hack" is called.\n
-* Note it is VERY important that the "stop if hit another passage" logic\n
-* stays as is. Without this the dungeon turns into Swiss Cheese...\n
-*/
+ * @brief 特定の壁(永久壁など)を避けながら部屋間の通路を作成する / This routine maps a path from (x1, y1) to (x2, y2) avoiding SOLID walls.
+ * @return なし
+ * @todo 詳細要調査
+ * @details
+ * Permanent rock is ignored in this path finding- sometimes there is no\n
+ * path around anyway -so there will be a crash if we try to find one.\n
+ * This routine is much like the river creation routine in Zangband.\n
+ * It works by dividing a line segment into two. The segments are divided\n
+ * until they are less than "cutoff" - when the corresponding routine from\n
+ * "short_seg_hack" is called.\n
+ * Note it is VERY important that the "stop if hit another passage" logic\n
+ * stays as is. Without this the dungeon turns into Swiss Cheese...\n
+ */
bool build_tunnel2(player_type *player_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int cutoff)
{
- POSITION x3, y3, dx, dy;
- POSITION changex, changey;
- int length;
- int i;
- bool retval, firstsuccede;
- grid_type *g_ptr;
-
- length = distance(x1, y1, x2, y2);
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- if (length > cutoff)
- {
- /*
- * Divide path in half and call routine twice.
- */
- dx = (x2 - x1) / 2;
- dy = (y2 - y1) / 2;
-
- /* perturbation perpendicular to path */
- changex = (randint0(abs(dy) + 2) * 2 - abs(dy) - 1) / 2;
- changey = (randint0(abs(dx) + 2) * 2 - abs(dx) - 1) / 2;
-
- /* Work out "mid" ponit */
- x3 = x1 + dx + changex;
- y3 = y1 + dy + changey;
-
- /* See if in bounds - if not - do not perturb point */
- if (!in_bounds(floor_ptr, y3, x3))
- {
- x3 = (x1 + x2) / 2;
- y3 = (y1 + y2) / 2;
- }
- /* cache g_ptr */
- g_ptr = &floor_ptr->grid_array[y3][x3];
- if (is_solid_grid(g_ptr))
- {
- /* move midpoint a bit to avoid problem. */
-
- i = 50;
-
- dy = 0;
- dx = 0;
- while ((i > 0) && is_solid_bold(floor_ptr, y3 + dy, x3 + dx))
- {
- dy = randint0(3) - 1;
- dx = randint0(3) - 1;
- if (!in_bounds(floor_ptr, y3 + dy, x3 + dx))
- {
- dx = 0;
- dy = 0;
- }
- i--;
- }
-
- if (i == 0)
- {
- /* Failed for some reason: hack - ignore the solidness */
- place_bold(player_ptr, y3, x3, GB_OUTER);
- dx = 0;
- dy = 0;
- }
- y3 += dy;
- x3 += dx;
- g_ptr = &floor_ptr->grid_array[y3][x3];
- }
-
- if (is_floor_grid(g_ptr))
- {
- if (build_tunnel2(player_ptr, x1, y1, x3, y3, type, cutoff))
- {
- if ((floor_ptr->grid_array[y3][x3].info & CAVE_ROOM) || (randint1(100) > 95))
- {
- /* do second half only if works + if have hit a room */
- retval = build_tunnel2(player_ptr, x3, y3, x2, y2, type, cutoff);
- }
- else
- {
- /* have hit another tunnel - make a set of doors here */
- retval = FALSE;
-
- /* Save the door location */
- if (dun->door_n < DOOR_MAX)
- {
- dun->door[dun->door_n].y = y3;
- dun->door[dun->door_n].x = x3;
- dun->door_n++;
- }
- else return FALSE;
- }
- firstsuccede = TRUE;
- }
- else
- {
- /* false- didn't work all the way */
- retval = FALSE;
- firstsuccede = FALSE;
- }
- }
- else
- {
- /* tunnel through walls */
- if (build_tunnel2(player_ptr, x1, y1, x3, y3, type, cutoff))
- {
- retval = build_tunnel2(player_ptr, x3, y3, x2, y2, type, cutoff);
- firstsuccede = TRUE;
- }
- else
- {
- /* false- didn't work all the way */
- retval = FALSE;
- firstsuccede = FALSE;
- }
- }
- if (firstsuccede)
- {
- /* only do this if the first half has worked */
- set_tunnel(player_ptr, &x3, &y3, TRUE);
- }
- /* return value calculated above */
- return retval;
- }
- else
- {
- /* Do a short segment */
- retval = TRUE;
- short_seg_hack(player_ptr, x1, y1, x2, y2, type, 0, &retval);
-
- /* Hack - ignore return value so avoid infinite loops */
- return TRUE;
- }
+ POSITION x3, y3, dx, dy;
+ POSITION changex, changey;
+ int length;
+ int i;
+ bool retval, firstsuccede;
+ grid_type *g_ptr;
+
+ length = distance(x1, y1, x2, y2);
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ if (length > cutoff) {
+ /*
+ * Divide path in half and call routine twice.
+ */
+ dx = (x2 - x1) / 2;
+ dy = (y2 - y1) / 2;
+
+ /* perturbation perpendicular to path */
+ changex = (randint0(abs(dy) + 2) * 2 - abs(dy) - 1) / 2;
+ changey = (randint0(abs(dx) + 2) * 2 - abs(dx) - 1) / 2;
+
+ /* Work out "mid" ponit */
+ x3 = x1 + dx + changex;
+ y3 = y1 + dy + changey;
+
+ /* See if in bounds - if not - do not perturb point */
+ if (!in_bounds(floor_ptr, y3, x3)) {
+ x3 = (x1 + x2) / 2;
+ y3 = (y1 + y2) / 2;
+ }
+ /* cache g_ptr */
+ g_ptr = &floor_ptr->grid_array[y3][x3];
+ if (is_solid_grid(g_ptr)) {
+ /* move midpoint a bit to avoid problem. */
+
+ i = 50;
+
+ dy = 0;
+ dx = 0;
+ while ((i > 0) && is_solid_bold(floor_ptr, y3 + dy, x3 + dx)) {
+ dy = randint0(3) - 1;
+ dx = randint0(3) - 1;
+ if (!in_bounds(floor_ptr, y3 + dy, x3 + dx)) {
+ dx = 0;
+ dy = 0;
+ }
+ i--;
+ }
+
+ if (i == 0) {
+ /* Failed for some reason: hack - ignore the solidness */
+ place_bold(player_ptr, y3, x3, GB_OUTER);
+ dx = 0;
+ dy = 0;
+ }
+ y3 += dy;
+ x3 += dx;
+ g_ptr = &floor_ptr->grid_array[y3][x3];
+ }
+
+ if (is_floor_grid(g_ptr)) {
+ if (build_tunnel2(player_ptr, x1, y1, x3, y3, type, cutoff)) {
+ if ((floor_ptr->grid_array[y3][x3].info & CAVE_ROOM) || (randint1(100) > 95)) {
+ /* do second half only if works + if have hit a room */
+ retval = build_tunnel2(player_ptr, x3, y3, x2, y2, type, cutoff);
+ } else {
+ /* have hit another tunnel - make a set of doors here */
+ retval = FALSE;
+
+ /* Save the door location */
+ if (dun->door_n < DOOR_MAX) {
+ dun->door[dun->door_n].y = y3;
+ dun->door[dun->door_n].x = x3;
+ dun->door_n++;
+ } else
+ return FALSE;
+ }
+ firstsuccede = TRUE;
+ } else {
+ /* false- didn't work all the way */
+ retval = FALSE;
+ firstsuccede = FALSE;
+ }
+ } else {
+ /* tunnel through walls */
+ if (build_tunnel2(player_ptr, x1, y1, x3, y3, type, cutoff)) {
+ retval = build_tunnel2(player_ptr, x3, y3, x2, y2, type, cutoff);
+ firstsuccede = TRUE;
+ } else {
+ /* false- didn't work all the way */
+ retval = FALSE;
+ firstsuccede = FALSE;
+ }
+ }
+ if (firstsuccede) {
+ /* only do this if the first half has worked */
+ set_tunnel(player_ptr, &x3, &y3, TRUE);
+ }
+ /* return value calculated above */
+ return retval;
+ } else {
+ /* Do a short segment */
+ retval = TRUE;
+ short_seg_hack(player_ptr, x1, y1, x2, y2, type, 0, &retval);
+
+ /* Hack - ignore return value so avoid infinite loops */
+ return TRUE;
+ }
}
-